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020 _a9783031795251
024 7 _a10.1007/978-3-031-79525-1
_2doi
040 _aES-MaUEC
_bspa
_cES-MaUEC
_dES-MaUEC
050 4 _aT385
_b2008 EB
100 1 _aSzirmay-Kalos, L.
_q(László)
_eautor
_4aut
_4http://id.loc.gov/vocabulary/relators/aut
_9687743
245 1 0 _aGPU-Based Techniques for Global Illumination Effects
_cby Laszlo Szirmay-Kalos, Laszlo Szecsi, Mateu Sbert
250 _a1st edition 2008
264 1 _aCham
_bSpringer International Publishing
_c2008
300 _a1 recurso en línea (XXV, 275 páginas)
336 _atexto
_btxt
_2rdacontent
337 _aelectrónico
_bc
_2rdamedia
338 _arecurso electrónico
_bcr
_2rdacarrier
347 _aarchivo de texto
_bPDF
490 0 _aSynthesis Lectures on Computer Graphics and Animation
_x1933-9003
505 0 _aGlobal Illumintation Rendering -- Local Illumination Rendering Pipeline of GPUs -- Programming and Controlling GPUs -- Simple Improvements of the Local Illumination Model -- Ray Casting on the GPU -- Specular Effects with Rasterization -- Diffuse and Glossy Indirect Illumination -- Pre-computation Aided Global Illumination -- Participating Media Rendering -- Fake Global Illumination -- Postprocessing Effects -- Integrating GI Effects in Games and Virtual Reality Systems -- Bibliography.
520 _aThis book presents techniques to render photo-realistic images by programming the Graphics Processing Unit (GPU). We discuss effects such as mirror reflections, refractions, caustics, diffuse or glossy indirect illumination, radiosity, single or multiple scattering in participating media, tone reproduction, glow, and depth of field. The book targets game developers, graphics programmers, and also students with some basic understanding of computer graphics algorithms, rendering APIs like Direct3D or OpenGL, and shader programming. In order to make the book self-contained, the most important concepts of local illumination and global illumination rendering, graphics hardware, and Direct3D/HLSL programming are reviewed in the first chapters. After these introductory chapters we warm up with simple methods including shadow and environment mapping, then we move on toward advanced concepts aiming at global illumination rendering. Since it would have been impossible to give a rigorous review of all approaches proposed in this field, we go into the details of just a few methods solving each particular global illumination effect. However, a short discussion of the state of the art and links to the bibliography are also provided to refer the interested reader to techniques that are not detailed in this book. The implementation of the selected methods is also presented in HLSL, and we discuss their observed performance, merits, and disadvantages. In the last chapter, we also review how these techniques can be integrated in an advanced game engine and present case studies of their exploitation in games. Having gone through this book, the reader will have an overview of the state of the art, will be able to apply and improve these techniques, and most importantly, will be capable of developing brand new GPU algorithms. Table of Contents: Global Illumintation Rendering / Local Illumination Rendering Pipeline of GPUs / Programming and Controlling GPUs / Simple Improvements of the Local Illumination Model / Ray Casting on the GPU / Specular Effects with Rasterization / Diffuse and Glossy Indirect Illumination / Pre-computation Aided Global Illumination / Participating Media Rendering / Fake Global Illumination / Postprocessing Effects / Integrating GI Effects in Games and Virtual Reality Systems / Bibliography.
988 _aSynthesis Collection of Technology_2008
650 7 _2embne
_9141143
_aGráficos de ordenador
650 7 _2embne
_9413188
_aProceso digital de imágenes
700 1 _aSzécsi, László
_d1978-
_eautor
_4aut
_4http://id.loc.gov/vocabulary/relators/aut
_9687744
700 1 _aSbert, Mateu
_eautor
_4aut
_4http://id.loc.gov/vocabulary/relators/aut
_9686520
776 0 8 _iPrinted edition:
_z9783031795244
776 0 8 _iPrinted edition:
_z9783031795268
856 4 0 _uhttps://go.openathens.net/redirector/universidadeuropea.es?url=https://doi.org/10.1007/978-3-031-79525-1
_zAcceso a este recurso digital (usuarios Universidad Europea de Madrid)
942 _2lcc
_cLE
998 _b03/2023
_dz
_eb
_zSI