Muutke küpsiste eelistusi

E-raamat: GPU Pro 360 Guide to Shadows

  • Formaat: 244 pages
  • Ilmumisaeg: 20-Nov-2018
  • Kirjastus: A K Peters
  • Keel: eng
  • ISBN-13: 9781351208345
  • Formaat - PDF+DRM
  • Hind: 61,09 €*
  • * hind on lõplik, st. muud allahindlused enam ei rakendu
  • Lisa ostukorvi
  • Lisa soovinimekirja
  • See e-raamat on mõeldud ainult isiklikuks kasutamiseks. E-raamatuid ei saa tagastada.
  • Formaat: 244 pages
  • Ilmumisaeg: 20-Nov-2018
  • Kirjastus: A K Peters
  • Keel: eng
  • ISBN-13: 9781351208345

DRM piirangud

  • Kopeerimine (copy/paste):

    ei ole lubatud

  • Printimine:

    ei ole lubatud

  • Kasutamine:

    Digitaalõiguste kaitse (DRM)
    Kirjastus on väljastanud selle e-raamatu krüpteeritud kujul, mis tähendab, et selle lugemiseks peate installeerima spetsiaalse tarkvara. Samuti peate looma endale  Adobe ID Rohkem infot siin. E-raamatut saab lugeda 1 kasutaja ning alla laadida kuni 6'de seadmesse (kõik autoriseeritud sama Adobe ID-ga).

    Vajalik tarkvara
    Mobiilsetes seadmetes (telefon või tahvelarvuti) lugemiseks peate installeerima selle tasuta rakenduse: PocketBook Reader (iOS / Android)

    PC või Mac seadmes lugemiseks peate installima Adobe Digital Editionsi (Seeon tasuta rakendus spetsiaalselt e-raamatute lugemiseks. Seda ei tohi segamini ajada Adober Reader'iga, mis tõenäoliselt on juba teie arvutisse installeeritud )

    Seda e-raamatut ei saa lugeda Amazon Kindle's. 

Wolfgang Engels GPU Pro 360 Guide to Shadows gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology that covers various algorithms that are used to generate shadow data. This volume is complete with 15 articles by leading programmers that focus on achieving good visual results in rendering shadows. GPU Pro 360 Guide to Shadows 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 Fast, Stencil-Based Multiresolution Splatting for Indirect
Illumination; Ch 2 Screen-Space Directional Occlusion; Ch 3 Real-Time
Multi-Bounce Ray Tracing with Geometry Imposters; Ch 4 Temporal Screen-Space
Ambienty Occlusion; Ch 5 Level-of-Detail and Streaming Optimized Irradiance
Normal Mapping; Ch 6 Real-Time One-Bounce Indirect Illumination and Shadows;
Ch 7 Real-Time Approximation of Light Transport In Translucent Homogenous
Media; Ch 8 Difuse Global Illumination with Temporally Coherent Light
Propagation Volumes; Ch 9Ray Traced Approximate Reflectio Using a Grid of
Oriented Splats; Ch 10 Screen-Space Bent Cones; Ch 11 Real-Time Near-Field
Global Illumination Based on a Voxel Model; Ch 12Physically-Based Area
Lights; Ch 13 High Perforamncce Outdoor Light Scattering Using Epipolart
Scattering; Ch 14 Hi-Z Screen Space Cone-Traced Reflections Ch 15 TressFX:
Advanced Real-Time Hair Rendering; Ch 16 Wire Antialiassing; Ch 17 Real-Time
Lighting via  Light Limked List; Ch 18 Deferred Normalized Irradian c e
Probes; Ch 19 Volumetric Fog andfd Lighting; Ch  20 Physically-Based Light
Probe Generation on GPU; Ch 21 Real-Time Global Illumination Using Slices; Ch
22Clustered Shading: ASssigning Lights  Using Conservative Rasterization in
DirectX12; Ch 23 Fine Pruned Tiled Lights List; Ch 24 Deferred Attribute
Interpolation Shading; Real-Time Volumetric Cloudscapes.
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.