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Wolfgang Engel (editor)
The latest edition of this bestselling game development reference offers proven tips and techniques for the real-time rendering of special effects and visualization data that are useful for beginners and seasoned game and graphics programmers alike. Exploring recent developments in the rapidly evolving field of real-time rendering, GPU Pro6: Advanced Rendering Techniques assembles a high-quality […]
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Craig McMillan, Emma Hart, Kevin Chalmers
Exploiting the powerful processing power available on the GPU in many machines, we investigate the performance of parallelised versions of pathfinding algorithms in typical game environments. We describe a parallel implementation of a collaborative diffusion algorithm that is shown to find short paths in real-time across a range of graph sizes and provide a comparison […]
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Jesus Robledo, Jonathan Leloux, Eduardo Lorenzo
Shading reduces the power output of a photovoltaic (PV) system. The design engineering of PV systems requires modeling and evaluating shading losses. Some PV systems are affected by complex shading scenes whose resulting PV energy losses are very difficult to evaluate with current modeling tools. Several specialized PV design and simulation software include the possibility […]
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David H. Eberly
An In-Depth, Practical Guide to GPGPU Programming Using Direct3D 11. GPGPU Programming for Games and Science demonstrates how to achieve the following requirements to tackle practical problems in computer science and software engineering: Robustness, Accuracy, Speed, Quality source code that is easily maintained, reusable, and readable. The book primarily addresses programming on a graphics processing […]
Martin Watt, Erwin Coumans, George ElKoura, Ronald Henderson, Manuel Kraemer, Jeff Lait, James Reinders
Tackle the Challenges of Parallel Programming in the Visual Effects Industry: In Multithreading for Visual Effects, developers from DreamWorks Animation, Pixar, Side Effects, Intel, and AMD share their successes and failures in the messy real-world application area of production software. They provide practical advice on multithreading techniques and visual effects used in popular visual effects […]
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Abu Asaduzzaman, Hin Y. Lee
Although the graphics processing unit (GPU) was originally designed to accelerate the image creation for output to display, today’s general purpose GPU (GPGPU) computing offers unprecedented performance by offloading computing-intensive portions of the application to the GPGPU, while running the remainder of the code on the central processing unit (CPU). The highly parallel structure of […]
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Christian Lundell
This thesis work presents a new algorithm for simulating fluid based on the Navier-Stokes equations. The algorithm is designed for cell based sandbox games where interactivity and performance are the main priorities. The algorithm enforces mass conservation conservatively instead of enforcing a divergence free velocity field. A global scale pressure model that simulates hydrostatic pressure […]
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David Grelsson
CONTEXT: Procedural Terrain Generation refers to the algorithmical creation of terrains with limited or no user input. Terrains are an important piece of content in many video games and other forms of simulations. OBJECTIVES: In this study a tile-based approach to creating endless terrains is investigated. The aim is to find if real-time performance is […]
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Abu Asaduzzaman, Deepthi Gummadi
According to the current design trends, multithreaded multicore processors will be ubiquitous in every device. In computer gaming, chip-makers are adding more cores to fulfill the next generation performance requirements. A game engine has many ‘tasks’ and data parallelism is an important technique for concurrent execution of these tasks. However, effective implementation of multithreaded computer […]
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Mark Joselli, Cristina Nader Vasconcelos, Esteban Clua
Multi-thread architectures are the current trends for both PCs (multi-core CPUs and GPUs) and game consoles such as the Microsoft Xbox 360 and Sony Playstation 3. GPUs (Graphics Processing Units) have evolved into extremely powerful and flexible processors, allowing its use for processing different data. This advantage can be used in game development to optimize […]
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Oliver Klehm, Hans-Peter Seidel, Elmar Eisemann
Volumetric light scattering is a complex phenomenon that is difficult to simulate in real time as light can be scattered towards the camera from everywhere in space. By assuming a single-scattering model, we can transform the usually-employed ray-marching into an efficient ray-independent texture filtering process. Our algorithm builds upon a rectified shadow map as input […]
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A.O Adeyemi-Ejeye, S.D Walker
Ultra-High definition video streaming has been explored in recent years. Most recently the possibility of 4kUHD video streaming over wireless 802.11n was presented, using pre-encoded video. Live encoding for streaming using x264 has proven to be very slow. The use of parallel encoding has been explored to speed up the process using CUDA. However there […]
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