Wolfgang Engel's GPU Pro 360 Guide to Geometry Manipulation gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology that covers geometry manipulation in computer graphics. This volume is complete with 19 articles by leading programmers that focus on the ability of graphics processing units to process and generate geometry in exciting ways. GPU Pro 360 Guide to Geometry Manipulation is comprised of ready-to-use ideas and efficient procedures that can help solve many computer graphics programming challenges that may arise.
Wolfgang Engel is the CEO of Confetti, a think tank for advanced real-time graphics for the gaming and movie industries. Previously he worked in Rockstar's core technology group as the lead graphics programmer.
chapter 1 As Simple as Possible Tessellation for Interactive Applications chapter 2 Rule-Based Geometry Synthesis in Real-Time chapter 3 GPU-Based NURBS Geometry Evaluation and Rendering chapter 4 Polygonal-Functional Hybrids for Computer Animation and Games chapter 5 Terrain and Ocean Rendering with Hardware Tessellation chapter 6 Practical and Realistic Facial Wrinkles Animation chapter 7 Procedural Content Generation chapter 8 Vertex Shader Tessellation chapter 9 Optimized Stadium Crowd Rendering chapter 10 Geometric Antialiasing Methods chapter 11 GPU Terrain Subdivision and Tessellation chapter 12 Vertex Pulling Rendering Pipeline chapter 13 WebGL Globe Renderign Pipeline chapter 14 Dynamic GPU Terrain chapter 15 Bandwidth Efficient Procedural Meshes in the GPU via Tessellation chapter 16 Real-Time Deformation of Subdivision Surfaces on Object Collisions chapter 17 Realistic Volumetric Explosions in Games chapter 18 Deferred Snow Deformation in Tomb Raider chapter 19 Catmull-Clark Subdivision Studies