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GPU PRO 3: Advanced Rendering Techniques [Kõva köide]

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  • Formaat: Hardback, 408 pages, kõrgus x laius: 235x191 mm, kaal: 1040 g
  • Ilmumisaeg: 21-Feb-2012
  • Kirjastus: Taylor & Francis Inc
  • ISBN-10: 1439887829
  • ISBN-13: 9781439887820
Teised raamatud teemal:
  • Formaat: Hardback, 408 pages, kõrgus x laius: 235x191 mm, kaal: 1040 g
  • Ilmumisaeg: 21-Feb-2012
  • Kirjastus: Taylor & Francis Inc
  • ISBN-10: 1439887829
  • ISBN-13: 9781439887820
Teised raamatud teemal:

GPU Pro3, the third volume in the GPU Pro book series, offers practical tips and techniques for creating real-time graphics that are useful to beginners and seasoned game and graphics programmers alike.

Section editors Wolfgang Engel, Christopher Oat, Carsten Dachsbacher, Wessam Bahnassi, and Sebastien St-Laurent have once again brought together a high-quality collection of cutting-edge techniques for advanced GPU programming. With contributions by more than 50 experts, GPU Pro3: Advanced Rendering Techniques covers battle-tested tips and tricks for creating interesting geometry, realistic shading, real-time global illumination, and high-quality shadows, for optimizing 3D engines, and for taking advantage of the advanced power of the GPGPU.

Sample programs and source code are available for download on the book's CRC Press web page.

Arvustused

GPU Pro3 is a guide to high-end computer graphics for video games and computer animation. Discussing the latest advancements in technology and graphical artistry, taken from fifty of the industrys best, it covers tips on creating interesting geometry, shading, illumination shadows, optimizing 3D engines, and much more. GPU Pro3 is presented with full-color photos of graphical examples, charts, indexes, glossaries, and much more, making it an ideal addition to community and college collections catering to technology and artistic design. Wisconsin Bookwatch, April 2012

Geometry Manipulation. Vertex Shader Tesselation. Real-time Deformable
Terrain Rendering. Optimized Stadium Crowd Rendering. Geometric Anti-Aliasing
Methods. Rendering. Practical Elliptical Texture Filtering. An Approximation
to the Chapman Grazing-Incidence Function for Atmospheric Scattering.
Volumetric Real-Time Water and Foam Rendering. CryENGINE
3. Global
Illumination Effects. Ray-traced Approximate Reflections Using a Grid of
Oriented Splats. Screen-space Bent Cones: A Practical Approach. Real-time
Near-eld Global Illumination based on a Voxel Model. Shadows. Efficient
Online Visibility for Shadow Maps. Depth Rejected Gobo Shadows. Handheld
Devices. Inexpensive Anti-Aliasing of Simple Objects. Programming the XPERIA
Play GPU. 3D Engine Design. Z3 Culling. Quaternion-based rendering pipeline.
Implementing a Directionally Adaptive Edge AA Filter using DirectX
11.
Designing a Data-Driven Renderer. GPGPU. Volumetric transparency with
Per-Pixel Fragment Lists". Practical Binary Surface and Solid Voxelization
with Direct3D
11. Interactive Ray Tracing Using the Compute Shader in DirectX
11. Contributors.
Wolfgang Engel