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E-raamat: GPU PRO 360 Guide to GPGPU

  • Formaat: 380 pages
  • Ilmumisaeg: 31-Oct-2018
  • Kirjastus: CRC Press
  • Keel: eng
  • ISBN-13: 9781351052092
  • Formaat - PDF+DRM
  • Hind: 61,09 €*
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  • Formaat: 380 pages
  • Ilmumisaeg: 31-Oct-2018
  • Kirjastus: CRC Press
  • Keel: eng
  • ISBN-13: 9781351052092

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Wolfgang Engels GPU Pro 360 Guide to GPGPU gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology that covers general purpose GPU. This volume is complete with 19 articles by leading programmers that focus on the techniques that go beyond the normal pixel and triangle scope of GPUs and take advantage of the parallelism of modern graphics processors to accomplish such tasks. GPU Pro 360 Guide to GPGPU is comprised of ready-to-use ideas and efficient procedures that can help solve many computer graphics programming challenges that may arise.

Key Features:











Presents tips & tricks on real-time rendering of special effects and visualization data on common consumer software platforms such as PCs, video consoles, mobile devices





Covers specific challenges involved in creating games on various platforms





Explores the latest developments in rapidly evolving field of real-time rendering





Takes practical approach that helps graphics programmers solve their daily challenges
Ch 1 2D Distance Field Generation with the GPU; Ch 2 Order-Independant
Transparency uing Per-Pixel Linked Lists; Ch 3 Simple and Fast Fluids; Ch 4 A
fast Poison Solver for OpenCL using Multigrid Methods; Ch 5 Volumetric
Transparency with Per-Pixel Fragment Lists; Ch 6 Practical Binary Surface and
Solid Voxelization with Direct3D 11; Ch 7 Interactive Ray Tracing Using the
Compute Shader in DirectX 11; Ch 8 Bit-Trail Traversal for Stackless LBVH on
DirectCompute; Ch 9 Real-Time JPEG Compression Using Direct Compute; Ch 10
Gair Simulation in TressFX; Ch 11 Object-Order Ray Tracing for Fully Dynamic
Scenes; Ch 12 Quad Trees on the GPU; Ch 13 Two-Level Constraint Solver and
Pipelined Local Batching for Rigid  Body Simulation on GPUs; Ch 14
Non-separable 2D, 3D, and 4D Filtering with CUDA; Ch 15 Compute-Based Tiled
Culling;   Ch 16 Rendering Vector Displacement-Mapped Surfaces in a GPU Ray
Tracer; Ch 17 Smooth Probabistic Ambient Occlusion for Volume Rendedring. Ch
18 Octree Mapping from a Depth Camera. Ch 19 Interactive Sparse Eulerian Fluid
Wolfgang Engel is the CEO of Confetti, a think tank for advanced real-time graphics for the games and movie industries.  Previously he worked in Rockstar's core technology group as the lead graphics programmer.