GPU Pro 360 Guide to Rendering (häftad)
Format
Häftad (Paperback / softback)
Språk
Engelska
Antal sidor
588
Utgivningsdatum
2018-07-05
Förlag
A K Peters
Medarbetare
Engel, Wolfgang F.
Dimensioner
234 x 193 x 25 mm
Vikt
1521 g
Antal komponenter
1
ISBN
9780815365501

GPU Pro 360 Guide to Rendering

Häftad,  Engelska, 2018-07-05
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Wolfgang Engels GPU Pro 360 Guide to Rendering gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology that covers real-time rendering. This volume is complete with 32 articles by leading programmers that focus on the ability of graphics processing units to process and generate rendering in exciting ways. GPU Pro 360 Guide to Rendering is comprised of ready-to-use ideas and efficient procedures that can help solve many rendering programming challenges that may arise. Key Features: Presents tips and tricks on real-time rendering of special effects and visualization data on common consumer software platforms such as PCs, video consoles, and mobile devices Covers specific challenges involved in creating games on various platforms Explores the latest developments in the rapidly evolving field of real-time rendering Takes a practical approach that helps graphics programmers solve their daily challenges
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Övrig information

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.

Innehållsförteckning

Ch 1 Fast Conventiona lShadow Filtering; Ch 2 Hybrid Min / Max Plane-Based Shadow Maps; Ch 3 Shadow Mapping for Omnidirectioanl Light Using Tetrahedron Mapping; Ch 4 Screen Space Soft Shaddow; Ch 5 Variance Shadow Maps Light- Bleeding Reduction Tricks; Ch 6 Fast Soft Shadows via Adaptive Shadow Maps Ch 7 Adaptive Volumetric Shadowe Maps; Ch 8 Fast Soft Shadows with Temporal Coherence; Ch 9 Mipmapped Screen-Space Soft Shadows; Ch 10 Efficient Online Visability for Shadow Maps; Ch 11 Depth Rejected Gobo Shadows; Ch 12 Real-Time Deep Shadow Maps; Ch 13 Practical Screen-Space Soft Shadows; Ch 14 Tile-Based Omnidirectional Shadows; Ch 15 Shadow Map Silhouette Revectorization