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 Pro 7: Advanc

part I|2 pages

Geometry Manipulation

chapter 1|14 pages

Deferred Snow Deformation in Rise of the Tomb Raider

ByAnton Kai Michels, Peter Sikachev

chapter 2|24 pages

Catmull-Clark Subdivision Surfaces

ByWade Brainerd

part II|2 pages


chapter 1|26 pages

Clustered Shading: Assigning Lights Using Conservative Rasterization in DirectX 12

ByKevin O¨rtegren and Emil Persson

chapter 2|14 pages

Fine Pruned Tiled Light Lists

ByMorten S. Mikkelsen

chapter 3|14 pages

Deferred Attribute Interpolation Shading

ByChristoph Schied, Carsten Dachsbacher

chapter 4|32 pages

Real-Time Volumetric Cloudscapes

ByAndrew Schneider

part III|2 pages


chapter 1|14 pages

Adaptive Virtual Textures

ByKa Chen

chapter 2|10 pages

Deferred Coarse Pixel Shading

ByRahul P. Sathe, Tomasz Janczak

chapter 3|18 pages

Progressive Rendering Using Multi-frame Sampling

ByDaniel Limberger, Karsten Tausche, Johannes Linke, and Ju¨rgen Do¨llner

part IV|2 pages

Mobile Devices

chapter 1|12 pages

Efficient Soft Shadows Based on Static Local Cubemap

BySylwester Bala, Roberto Lopez Mendez

chapter 2|12 pages

Physically Based Deferred Shading on Mobile

ByAshley Vaughan Smith, Mathieu Einig

part V|2 pages

3D Engine Design

chapter 1|18 pages

Interactive Cinematic Particles

ByHomam Bahnassi, Wessam Bahnassi

chapter 2|12 pages

Real-Time BC6H Compression on GPU

ByKrzysztof Narkowicz

chapter 3|14 pages

A 3D Visualization Tool Used for Test Automation in the Forza Series

ByGustavo Bastos Nunes

part VI|2 pages


chapter 1|18 pages

Octree Mapping from a Depth Camera

ByDave Kotfis, Patrick Cozzi

chapter 2|24 pages

Interactive Sparse Eulerian Fluid

ByAlex Dunn