GPU Pro 360 Guide to Lighting (inbunden)
Fler böcker inom
Format
Inbunden (Hardback)
Språk
Engelska
Antal sidor
490
Utgivningsdatum
2018-12-18
Förlag
A K Peters
Dimensioner
235 x 191 x 31 mm
Vikt
453 g
Antal komponenter
1
ISBN
9780815385530

GPU Pro 360 Guide to Lighting

Inbunden,  Engelska, 2018-12-18
2067
  • Skickas från oss inom 10-15 vardagar.
  • Fri frakt över 249 kr för privatkunder i Sverige.
Finns även som
Visa alla 3 format & utgåvor
Wolfgang Engels GPU Pro 360 Guide to Lighting gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology on lighting. This volume is complete with 24 articles by leading programmers that describes rendering techniques of global illumination effects suited for direct rendering applications in real time. GPU Pro 360 Guide to Lighting 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 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
Visa hela texten

Passar bra ihop

  1. GPU Pro 360 Guide to Lighting
  2. +
  3. Co-Intelligence

De som köpt den här boken har ofta också köpt Co-Intelligence av Ethan Mollick (häftad).

Köp båda 2 för 2257 kr

Kundrecensioner

Har du läst boken? Sätt ditt betyg »

Fler böcker av Wolfgang Engel

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 Multi-fragment Effects on the GPU Using Bucket Sort; Ch 2 Parallelized Light Pre-Pass Rendering with the Cell Broadband Engine; Ch 3 Practical, Dynamic Visibility for Games; Ch 4 Shasder Amortization Using Pixel Quad Message Passing; Ch 5 A Rendering Pipeline for Real-Time Crowds; Ch 6 Z3 Culling; Ch 7 A Quaterninion-Based Rendering Pipeline; Ch 8 Designing a Data-Driven Renderer; Ch 9 An Aspect-Based Engine Architecture; Ch 10 Kinect Programming with Direct3D 11; Ch 11A Pipeline for Authored Structural Damage; Ch 12 Quaternions Revisited; Ch 13 gITF: Designing and Open-Standard Runtime Asset Format; Ch 14 Managing Transformaations in Hierarchy; Ch 15 Block-Wise Linear Binary Grids for Fast Ray- Casting Operations; Ch 16 Semantic-Based Shader Generation Using Shadedr Shaker; Ch 17 ANGLE: Bringing OpenGL ES to the Desktop; Ch 18 Interactive Cinematic Particles; Ch 19 Real-Time BC6H Compression on GPU; Ch 20 A 3D Visualization Tool Used for Test Automaation in the Forza Series; Ch 21 Semi-Static LoadBalancing for Low-Latency Ray Tracing on Heterogeneous Multiple GPUs.