GPU Pro 3 has arrived

I found my copy of the book in the mail today. I was a lit­tle sur­prised by the mod­er­ate size—other vol­umes of this series were just that: vol­umes! I think this one is about half the size than the pre­vi­ous tomes. By the way, this post is a shame­less plug because there is an arti­cle writ­ten by me in it. Thanks go to Wolf­gang Engel, the series edi­tor, and Christo­pher Oat, my sec­tion edi­tor, and CRC press for mak­ing it pos­si­ble! I will post some com­ments on the oth­er arti­cles when I read them through.

Edit:
I found one very good and com­pre­hen­sive arti­cle on data dri­ven engine design by Don­ald Revie. The ideas pre­sent­ed in there res­onate very well with the designs that I found worked well in the past, so this part gets a sol­id +1 from me.

(I end­ed up with a tri­ad of IRen­der­Ob­ject, IRen­der­Ge­om­e­try and IRen­der­Pro­gram, where the ren­der object would AddBatch­es() to a draw list, each of which refers to one geom­e­try con­tain­ing the mesh and one pro­gram for set­ting the ren­der state. For instance, a SpeedTree™ ren­der object would typ­i­cal­ly add three batch­es, one for each of the branch­es, fronds and leaves, where each batch would pair the spe­cif­ic geom­e­try with an appro­pri­ate pro­gram. The draw list is then sort­ed in one go via a gen­er­al 128 bit sort key, and the batch­es ren­dered in order. This sys­tem is gen­er­al enough that the UI sys­tem also can just AddBatch­es() to this list (so the UI sys­tem, as a whole, is just one instance of a ren­der object). In this case, the indi­vid­ual UI geom­e­try objects just rep­re­sent views into one big dynam­ic ver­tex buffer. I prob­a­bly want to explain this sys­tem in detail in anoth­er post.)

Anoth­er two very inspir­ing arti­cles so far are the one about geo­met­ric post­process antialias­ing, by Emil “Humus” Pers­son, and the piece about glob­al illu­mi­na­tion using a vox­el grid, from the teams at the Unis Koblenz/Magdeburg. I already read their ACM paper before and I think it is a viable method.

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  1. Pingback: Followup to Atmospheric Scattering—Part 1 | The Tenth Planet

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