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GPU PRO 3 -

GPU PRO 3

Advanced Rendering Techniques

Wolfgang Engel (Herausgeber)

Buch | Hardcover
408 Seiten
2012
Taylor & Francis Inc (Verlag)
978-1-4398-8782-0 (ISBN)
CHF 226,95 inkl. MwSt
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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.

Wolfgang Engel

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-field 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.

Verlagsort Washington
Sprache englisch
Maße 191 x 235 mm
Gewicht 910 g
Themenwelt Informatik Grafik / Design Film- / Video-Bearbeitung
Informatik Software Entwicklung Spieleprogrammierung
ISBN-10 1-4398-8782-9 / 1439887829
ISBN-13 978-1-4398-8782-0 / 9781439887820
Zustand Neuware
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