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GEOMETRY LIGHT AND SHADOWS RENDERING IMAGE EFFECTS PHYSICS SIMULATION GPU COMPUTING Generating Complex Procedural Terrains Using the GPU Ryan Geiss (NVIDIA Corporation) Animated Crowd Rendering Bryan Dudash (NVIDIA Corporation) DirectX 10 Blend Shapes: Breaking the Limits Tristan Lorach (NVIDIA Corporation) Next-Generation SpeedTree Rendering Alexander Kharlamov Iain Cantlay Yury Stepanenko (NVIDIA Corporation) Generic Adaptive Mesh Refinement Tamy Boubekeur Christophe Schlick (LaBRI—INRIA, University of Bordeaux) GPU-Generated Procedural Wind Animations for Trees Renaldas Zioma (Electronic Arts/Digital Illusions CE) Point-Based Visualization of Metaballs on a GPU Kees van Kooten Gino van den Bergen (Playlogic Game Factory) Alex Telea (Eindhoven University of Technology) Summed-Area Variance Shadow Maps Andrew Lauritzen (University of Waterloo) Interactive Cinematic Relighting with Global Illumination Fabio Pellacini (Dartmouth College) Miloš Hašan Kavita Bala (Cornell University) Parallel-Split Shadow Maps on Programmable GPUs Fan Zhang Hanqiu Sun (The Chinese University of Hong Kong) Oskari Nyman (Helsinki University of Technology) Efficient and Robust Shadow Volumes Using Hierarchical Occlusion Culling and Geometry Shaders Martin Stich (mental images) Carsten Wächter Alexander Keller (Ulm University) High-Quality Ambient Occlusion Jared Hoberock Yuntao Jia (University of Illinois at Urbana-Champaign) Volumetric Light Scattering as a Post- Process Kenny Mitchell (Electronic Arts) Advanced Techniques for Realistic Real-Time Skin Rendering Eugene d’Eon David Luebke (NVIDIA Corporation) Playable Universal Capture George Borshukov Jefferson Montgomery John Hable (Electronic Arts) Vegetation Procedural Animation and Shading in Crysis Tiago Sousa (Crytek) Robust Multiple Specular Reflections and Refractions Tamás Umenhoffer (Budapest University of Tech. and Econ.) Gustavo Patow (University of Girona) László Szirmay-Kalos (Budapest University of Tech. and Econ.) Relaxed Cone Stepping for Relief Mapping Fabio Policarpo (Perpetual Entertainment) Manuel M. Oliveira (Instituto de Informática—UFRGS) Deferred Shading in Tabula Rasa Rusty Koonce (NCsoft Corporation) GPU-Based Importance Sampling Mark Colbert (University of Central Florida) Jaroslav Křivánek (Czech Technical University in Prague) True Impostors Eric Risser (University of Central Florida) Baking Normal Maps on the GPU Diogo Teixeira (Move Interactive) High-Speed, Off-Screen Particles Iain Cantlay (NVIDIA Corporation) The Importance of Being Linear Larry Gritz Eugene d’Eon (NVIDIA Corporation) Rendering Vector Art on the GPU Charles Loop Jim Blinn (Microsoft Research) Object Detection by Color: Using the GPU for Real-Time Video Image Processing Ralph Brunner Frank Doepke Bunny Laden (Apple) Motion Blur as a Post- Processing Effect Gilberto Rosado (Rainbow Studios) Real-Time Rigid Body Simulation on GPUs Takahiro Harada (University of Tokyo) Real-Time Simulation and Rendering of 3D Fluids Keenan Crane (University of Illinois at Urbana-Champaign) Ignacio Llamas Sarah Tariq (NVIDIA Corporation) Fast N-Body Simulation with CUDA Lars Nyland Mark Harris (NVIDIA Corporation) Jan Prins (University of North Carolina at Chapel Hill) Broad-Phase Collision Detection with CUDA Scott Le Grand (NVIDIA Corporation) LCP Algorithms for Collision Detection Using CUDA Peter Kipfer (Havok) Signed Distance Fields Using Single-Pass GPU Scan Conversion of Tetrahedra Kenny Erleben (University of Copenhagen) Henrik Dohlmann (3Dfacto R&D) Practical Post-Process Depth of Field Earl Hammon, Jr. (Infinity Ward) Fast Virus Signature Matching on the GPU Elizabeth Seamans (Juniper Networks) Thomas Alexander (Polytime) AES Encryption and Decryption on the GPU Takeshi Yamanouchi (SEGA Corporation) Efficient Random Number Generation and Application Using CUDA Lee Howes David Thomas (Imperial College London) Imaging Earth’s Subsurface Using CUDA Bernard Deschizeaux Jean-Yves Blanc (CGGVeritas) Parallel Prefix Sum (Scan) with CUDA Mark Harris (NVIDIA Corporation) Shubhabrata Sengupta John D. Owens (University of California, Davis) Incremental Computation of the Gaussian Ken Turkowski (Adobe Systems) Using the Geometry Shader for Compact and Variable-Length GPU Feedback Franck Diard (NVIDIA Corporation) E PE PE PE PE PE PE Packet Thread Dispatch emory ntroller Memory Controller Memory Controller PE PE PE cket Program cutes Here 459 7 39 53 69 93 105 123 157 183 203 239 257 275 293 349 373 387 409 429 481 491 513 529 543 563 575 611 633 677 697 723 741 583 771 785 805 831 851 877 891 From the new book GPU Gems 3, edited by Hubert Nguyen, published by Addison-Wesley Professional, August 2007, ISBN 0321515269. Copyright 2008 NVIDIA Corporation. For more information, please visit: www.awprofessional.com/title/0321515269.

GEOMETRY LIGHT AND SHADOWS RENDERING IMAGE EFFECTS PHYSICS

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Page 1: GEOMETRY LIGHT AND SHADOWS RENDERING IMAGE EFFECTS PHYSICS

GEOMETRY LIGHT AND SHADOWS RENDERING IMAGE EFFECTS PHYSICS SIMULATION GPU COMPUTING

Generating Complex Procedural Terrains Using the GPURyan Geiss (NVIDIA Corporation)

Animated Crowd RenderingBryan Dudash (NVIDIA Corporation)

DirectX 10 Blend Shapes: Breaking the LimitsTristan Lorach (NVIDIA Corporation)

Next-Generation SpeedTree RenderingAlexander Kharlamov Iain CantlayYury Stepanenko (NVIDIA Corporation)

Generic Adaptive Mesh RefinementTamy Boubekeur Christophe Schlick (LaBRI—INRIA, University of Bordeaux)

GPU-Generated Procedural Wind Animations for TreesRenaldas Zioma (Electronic Arts/Digital Illusions CE)

Point-Based Visualization of Metaballs on a GPUKees van KootenGino van den Bergen (Playlogic Game Factory) Alex Telea (Eindhoven University of Technology)

Summed-Area Variance Shadow MapsAndrew Lauritzen (University of Waterloo)

Interactive Cinematic Relighting with Global IlluminationFabio Pellacini (Dartmouth College)Miloš HašanKavita Bala (Cornell University)

Parallel-Split Shadow Maps on Programmable GPUsFan ZhangHanqiu Sun (The Chinese University of Hong Kong)Oskari Nyman (Helsinki University of Technology)

Efficient and Robust Shadow Volumes Using Hierarchical Occlusion Culling and Geometry ShadersMartin Stich (mental images)Carsten WächterAlexander Keller (Ulm University)

High-Quality Ambient OcclusionJared HoberockYuntao Jia (University of Illinois at Urbana-Champaign)

Volumetric Light Scattering as a Post-ProcessKenny Mitchell(Electronic Arts)

Advanced Techniques for Realistic Real-Time Skin RenderingEugene d’EonDavid Luebke(NVIDIA Corporation)

Playable Universal CaptureGeorge BorshukovJefferson Montgomery John Hable(Electronic Arts)

Vegetation Procedural Animation and Shading in CrysisTiago Sousa(Crytek)

Robust Multiple Specular Reflections and RefractionsTamás Umenhoffer (Budapest University of Tech. and Econ.)Gustavo Patow(University of Girona) László Szirmay-Kalos (Budapest University of Tech. and Econ.)

Relaxed Cone Stepping for Relief MappingFabio Policarpo(Perpetual Entertainment)Manuel M. Oliveira(Instituto de Informática—UFRGS)

Deferred Shading in Tabula RasaRusty Koonce (NCsoft Corporation)

GPU-Based Importance SamplingMark Colbert (University of Central Florida) Jaroslav Křivánek (Czech Technical University in Prague)

True ImpostorsEric Risser (University of Central Florida)

Baking Normal Maps on the GPUDiogo Teixeira(Move Interactive)

High-Speed, Off-Screen ParticlesIain Cantlay (NVIDIA Corporation)

The Importance of Being LinearLarry Gritz Eugene d’Eon (NVIDIA Corporation)

Rendering Vector Art on the GPUCharles Loop Jim Blinn (Microsoft Research)

Object Detection by Color: Using the GPU for Real-Time Video Image ProcessingRalph Brunner Frank DoepkeBunny Laden(Apple)

Motion Blur as a Post-Processing EffectGilberto Rosado (Rainbow Studios)

Real-Time Rigid Body Simulation on GPUsTakahiro Harada (University of Tokyo)

Real-Time Simulation and Rendering of 3D FluidsKeenan Crane (University of Illinois at Urbana-Champaign)Ignacio LlamasSarah Tariq (NVIDIA Corporation)

Fast N-Body Simulation with CUDALars Nyland Mark Harris (NVIDIA Corporation)Jan Prins (University of North Carolina at Chapel Hill)

Broad-Phase Collision Detection with CUDAScott Le Grand (NVIDIA Corporation)

LCP Algorithms for Collision Detection Using CUDAPeter Kipfer (Havok)

Signed Distance Fields Using Single-Pass GPU Scan Conversion of TetrahedraKenny Erleben (University of Copenhagen)Henrik Dohlmann (3Dfacto R&D)

Practical Post-Process Depth of FieldEarl Hammon, Jr. (Infinity Ward)

Fast Virus Signature Matching on the GPUElizabeth Seamans (Juniper Networks)Thomas Alexander (Polytime)

AES Encryption and Decryption on the GPUTakeshi Yamanouchi (SEGA Corporation)

Efficient Random Number Generation and Application Using CUDALee HowesDavid Thomas (Imperial College London)

Imaging Earth’s Subsurface Using CUDABernard DeschizeauxJean-Yves Blanc (CGGVeritas)

Parallel Prefix Sum (Scan) with CUDAMark Harris (NVIDIA Corporation)Shubhabrata SenguptaJohn D. Owens (University of California, Davis)

Incremental Computation of the GaussianKen Turkowski (Adobe Systems)

Using the Geometry Shader for Compact and Variable-Length GPU FeedbackFranck Diard (NVIDIA Corporation)

PE PE PE PE PE PE PE PE

PacketThread Dispatch

MemoryController

GDDR-3

MemoryController

GDDR-3

MemoryController

GDDR-3

MemoryController

GDDR-3

VEVEVEVEVEVE

Command Fetch

PE PE PE PE PE PE PE PE

Packet ProgramExecutes Here

100s Threads/Engine

IteratorEngines

–1

1

0.8

0.6

0.4

0.2

0

–0.2

–0.4

–0.6

–0.8

–11–0.5 0.50

459

7

39

53

69

93

105

123

157

183

203

239

257

275

293

349

373

387

409

429

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513

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611

633

677

697

723

741

583

771

785

805

831

851

877

891

From the new book GPU Gems 3, edited by Hubert Nguyen, published by Addison-Wesley Professional, August 2007, ISBN 0321515269. Copyright 2008 NVIDIA Corporation. For more information, please visit: www.awprofessional.com/title/0321515269.