tag:blogger.com,1999:blog-84879808648708449012024-03-06T12:01:26.461-08:00GPU Pro 2Wolfgang Engelhttp://www.blogger.com/profile/11031097395025597662noreply@blogger.comBlogger8125tag:blogger.com,1999:blog-8487980864870844901.post-24301314769432190442012-11-16T08:29:00.001-08:002012-11-16T08:29:39.191-08:00Moving to GPU Pro blog<div dir="ltr" style="text-align: left;" trbidi="on">
<br />
I moved all GPU Pro related things to the GPU Pro blog:<br />
<br />
<a href="http://gpupro.blogspot.com/">http://gpupro.blogspot.com</a><br />
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Wolfgang Engelhttp://www.blogger.com/profile/11031097395025597662noreply@blogger.com1tag:blogger.com,1999:blog-8487980864870844901.post-44571618292946333382012-09-13T07:22:00.000-07:002012-09-13T07:22:27.986-07:00Source Code Update<div dir="ltr" style="text-align: left;" trbidi="on">
The source code moved to the CRC website here:<br />
<br />
<a href="http://www.crcpress.com/product/isbn/9781568817187">http://www.crcpress.com/product/isbn/9781568817187</a>
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Wolfgang Engelhttp://www.blogger.com/profile/11031097395025597662noreply@blogger.com2tag:blogger.com,1999:blog-8487980864870844901.post-13775944251944510202012-08-20T09:31:00.003-07:002012-08-20T09:31:51.851-07:00New Source Code Download link<div dir="ltr" style="text-align: left;" trbidi="on">
The source code for the book was moved by the publisher to
<a href="http://www.crcpress.com/product/isbn/9781568817187">http://www.crcpress.com/product/isbn/9781568817187</a>
<br /></div>Wolfgang Engelhttp://www.blogger.com/profile/11031097395025597662noreply@blogger.com1tag:blogger.com,1999:blog-8487980864870844901.post-51015779421925553132011-02-07T17:59:00.001-08:002011-02-07T18:31:48.688-08:00GPU Pro 2While writing this I am holding a copy of GPU Pro 2 in my hands ... I can't let it go, it is too beautiful :-)<br />
Head over to amazon.com to buy a <a href="http://www.amazon.com/GPU-Pro-2-Wolfgang-Engel/dp/1568817185/ref=sr_1_1?ie=UTF8&qid=1297130478&sr=8-1">copy</a>.Wolfgang Engelhttp://www.blogger.com/profile/11031097395025597662noreply@blogger.com0tag:blogger.com,1999:blog-8487980864870844901.post-20445031510339579712010-09-05T10:20:00.000-07:002010-09-23T01:13:25.058-07:00First Draft Table of ContentsTable of Content<br />
Acknowledgements<br />
About the Section Editors<br />
About the Authors<br />
<br />
Section 1 Geometry Manipulation<br />
1.1 Terrain and Ocean Rendering with Hardware Tesselation by Xavier Bonaventura<br />
1.2 Practical and Realistic Facial Wrinkles Animation by Jorge Jimenez, Jose I. Echevarria, Christopher Oat and Diego Gutierrez<br />
1.3 Procedural Content Generation on GPU by Aleksander Netzel and Pawel Rohleder<br />
<br />
Section 2 Rendering Techniques<br />
2.1 Pre-Integrated Skin Shading by Eric Penner and George Borshukov<br />
2.2 Implementing Fur in Deferred Shading by Donald Revie<br />
2.3 Large-scale terrain rendering for outdoor games by Ferenc Pintér<br />
2.4 Practical Morphological Anti-Aliasing by Jorge Jimenez, Belen Masia, Jose I. Echevarria, Fernando Navarro and Diego Gutierrez<br />
2.5 Volume Decals by Emil Persson<br />
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Section 3 Global Illumination<br />
3.1 Temporal Screen-Space Ambient Occlusion by Oliver Mattausch, Daniel Scherzer and Michael Wimmer<br />
3.2 Level-of-Detail and Streaming Optimized Irradiance Normal Mapping by Ralf Habel, Anders Nilsson and Michael Wimmer<br />
3.3 Real-Time One-bounce Indirect Illumination and Indirect Shadows using Ray-Tracing by Holger Gruen<br />
3.4 Real-Time Approximation of Light Transport in Translucent Homogenous Media by Colin Barré-Brisebois and Marc Bouchard<br />
3.5 Real-time diffuse Global Illumination with Temporally Coherent Light Propagation Volumes by Anton Kaplanyan, Wolfgang Engel and Carsten Dachsbacher <br />
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Section 4 Shadows<br />
4.1 Variance Shadow Maps Light-Bleeding Reduction Tricks by Wojciech Sterna<br />
4.2 Fast Soft Shadows via Adaptive Shadow Maps by Pavlo Turchyn<br />
4.3 Adaptive Volumetric Shadow Maps by Marco Salvi, Kiril Vidimče, Andrew Lauritzen, Aaron Lefohn, Matt Pharr<br />
4.4 Fast Soft Shadows with Temporal Coherence by Daniel Scherzer, Michael Schwä rzler and Oliver Mattausch<br />
4.5 MipMapped Screen Space Soft Shadows by Alberto Aguado and Eugenia Montiel<br />
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Section 5 Handheld Devices<br />
5.1 A Shader-Based E-Book Renderer by Andrea Bizzotto<br />
5.2 Post-Processing Effects on Mobile Devices by Marco Weber and Peter Quayle<br />
5.3 Shader Based Water Effects by Joe Davis and Ken Catterall<br />
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Section 6 3D Engine Design<br />
6.1 Practical, Dynamic Visibility for Games by Stephen Hill and Daniel Collin<br />
6.2 Shader Amortization using Pixel Quad Message Passing by Eric Penner<br />
6.3 A Rendering Pipeline for Real-time Crowds by Benjamín Hernández and Isaac Rudomin<br />
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Section 7 GPGPU<br />
7.1 2D Distance Field Generation with the GPU by Philip Rideout<br />
7.2 Order-Independent Transparency Using Per-Pixel Linked Lists in DirectX 11 by Nicolas Thibieroz<br />
7.3 Simple and Fast Fluid Flow Simulation on the GPU by Martin Guay, Fabrice Colin and Richard Egli<br />
7.4 A Fast Poisson Solver for OpenCL using Multigrid Methods by Sebastien Noury, Samuel Boivin and Olivier Le Maître<br />
<br />
IndexWolfgang Engelhttp://www.blogger.com/profile/11031097395025597662noreply@blogger.com3tag:blogger.com,1999:blog-8487980864870844901.post-47870360461299570082010-05-23T17:49:00.000-07:002010-05-23T17:49:43.424-07:00ProposalsWe received a ton of great proposals and it will be hard to select the ones that will make it into the book. We started sending out acceptance e-mails yesterday.Wolfgang Engelhttp://www.blogger.com/profile/11031097395025597662noreply@blogger.com0tag:blogger.com,1999:blog-8487980864870844901.post-11419461296388885782010-02-20T12:02:00.000-08:002010-02-21T18:41:01.770-08:00GPU Pro 2: Call for AuthorsAfter the tremendous success of the first seven entries to the ShaderX book series, and the upcoming success of the GPU Pro book (<a href="http://gpupro.blogspot.com/">http://gpupro.blogspot.com/</a>), we are looking for authors for GPU Pro 2.<br />
<br />
The upcoming book will cover advanced rendering techniques that run on the DirectX and/or OpenGL run-time or any other run-time with any language available. It will include topics on: Geometry Manipulation; Rendering Techniques; Handheld Devices Programming; Effects in Image Space; Shadows; 3D Engine Design; Graphics Related Tools; Environmental Effects and a dedicated section on mathematics used in graphics programming.<br />
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Proposals are due by May 17th, 2010. Please send them to wolf at shaderx.com. An example proposal, writing guidelines and a FAQ can be downloaded from below.Wolfgang Engelhttp://www.blogger.com/profile/11031097395025597662noreply@blogger.com0tag:blogger.com,1999:blog-8487980864870844901.post-68215262272616562622010-02-20T11:51:00.000-08:002010-02-22T16:59:34.000-08:00Schedule & Author Guidelines<span class="Apple-style-span" style="-webkit-border-horizontal-spacing: 2px; -webkit-border-vertical-spacing: 2px;"></span><br />
<table border="1" cellpadding="1" cellspacing="0" style="width: 620px;"><tbody>
<tr><td><span style="font-family: Arial, Helvetica, sans-serif;">May 17th, 2010</span></td><td><span style="font-family: Arial, Helvetica, sans-serif;">Proposals due !</span></td></tr>
<tr><td><span style="font-family: Arial, Helvetica, sans-serif;">May 22nd</span></td><td><span style="font-family: Arial, Helvetica, sans-serif;">Authors selected and begin writing</span></td></tr>
<tr><td><span style="font-family: Arial, Helvetica, sans-serif;"> June 22nd</span></td><td><span style="font-family: Arial, Helvetica, sans-serif;">Deadline for Papers</span></td></tr>
<tr><td><span style="font-family: Arial, Helvetica, sans-serif;"> July 6th</span></td><td><span style="font-family: Arial, Helvetica, sans-serif;">Peer review feedback due</span></td></tr>
<tr><td><span style="font-family: Arial, Helvetica, sans-serif;">July 20th</span></td><td><span style="font-family: Arial, Helvetica, sans-serif;">Revised articles due</span></td></tr>
<tr><td><span style="font-family: Arial, Helvetica, sans-serif;">September 1st</span></td><td><span style="font-family: Arial, Helvetica, sans-serif;">All CD demos/code due</span></td></tr>
<tr><td><span style="font-family: Arial, Helvetica, sans-serif;">September 1st</span></td><td><span style="font-family: Arial, Helvetica, sans-serif;">All articles sent to publisher</span></td></tr>
<tr><td><span style="font-family: Arial, Helvetica, sans-serif;">September 15th</span></td><td><span style="font-family: Arial, Helvetica, sans-serif;">Final CD sent to publisher</span></td></tr>
<tr><td><span class="Apple-style-span" style="font-family: Arial, Helvetica, sans-serif;">GDC in March</span></td><td><span style="font-family: Arial, Helvetica, sans-serif;">Release</span></td></tr>
</tbody></table><br />
Please download the author guidelines with examples for proposals and the tex example files from<br />
<a href="http://www.wolfgang-engel.info/GPUProAuthor.rar">here</a>. This download is about 1 MB.Wolfgang Engelhttp://www.blogger.com/profile/11031097395025597662noreply@blogger.com0