GPU PRO 3: Advanced Rendering Techniques
 
作者: Wolfgang Engel 
分類: Graphics programming  
書城編號: 505571


售價: $1700.00

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出版社: Taylor & Francis
出版日期: 2012/02
尺寸: 244x200x22mm
重量: 1065 grams
ISBN: 9781439887820
 
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商品簡介


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 to accompany some of the chapters are available at http://www.akpeters.com/gpupro

Reviews

GPU Pro3 is a guide to high-end computer graphics for video games and computer animation. Discussing the latest advancements in technology and graphical artistry, taken from fifty of the industry’s best, it covers tips on creating interesting geometry, shading, illumination shadows, optimizing 3D engines, and much more. GPU Pro3 is presented with full-color photos of graphical examples, charts, indexes, glossaries, and much more, making it an ideal addition to community and college collections catering to technology and artistic design.

—Wisconsin Bookwatch, April 2012

Contents

Geometry Manipulation, Wolfgang Engel, editor

Vertex Shader Tesselation, Holger Gruen

Real-time Deformable Terrain Rendering, Egor Yusov

Optimized Stadium Crowd Rendering, Alan Chambers

Geometric Anti-Aliasing Methods, Emil Persson


Rendering, Christopher Oat, editor

Practical Elliptical Texture Filtering, Pavlos Mavridis and Georgios Papaioannou

An Approximation to the Chapman Grazing-Incidence Function for Atmospheric Scattering, Christian Schüler

Volumetric e Water and Foam Rendering, Daniel Scherzer, Florian Bagar and Oliver Mattausch

CryENGINE 3, Tiago Sousa, Nick Kasyan, and Nicolas Schulz

Inexpensive Anti-Aliasing of Simple Objects, Mikkel Gjol and Mark Gjol


Global Illumination Effects, Carsten Dachsbacher, editor

Ray-traced Approximate Reflections Using a Grid of Oriented Splats, Holger Gruen

Screen-space Bent Cones: A Practical Approach, Oliver Klehm, Tobias Ritschel, Elmar Eisemann, and Hans-Peter Seidel

Real-time Near-麍eld Global Illumination Based on a Voxel Model, Sinje Thiedemann, Niklas Henrich, Thorsten Grosch, and Stefan Mueller

Shadows, Wolfgang Engel, editor

Efficient Online Visibility for Shadow Maps, Oliver Mattausch, Jiri Bittner, Ari Silvnennoinen, Daniel Scherzer, and Michael Wimmer

Depth Rejected Gobo Shadows, John White


3D Engine Design, Wessam Bahnassi, editor

Z3 Culling, Pascal Gautron, Jean-Eudes Marvie and Gaël Sourimant

Quaternion-based...

Wolfgang Engel 作者作品表

GPU Pro 360 Guide to Lighting (Paperback)

eBook: GPU Pro 360 Guide to Lighting (DRM PDF)

eBook: GPU Pro 360 Guide to Lighting (DRM EPUB)

eBook: GPU Pro 360 Guide to 3D Engine Design (DRM PDF)

eBook: GPU Pro 360 Guide to 3D Engine Design (DRM EPUB)

eBook: GPU Pro 360 Guide to Image Space (DRM EPUB)

GPU Pro 360 Guide to Image Space (Paperback)

eBook: GPU Pro 360 Guide to Image Space (DRM PDF)

GPU PRO 360 Guide to GPGPU (Paperback)

eBook: GPU Pro 360 Guide to Shadows (DRM PDF)

eBook: GPU Pro 360 Guide to Shadows (DRM EPUB)

GPU Pro 360 Guide to Shadows (Paperback)

GPU Pro 360 Guide to 3D Engine Design (Paperback)

GPU Pro 360 Guide to Mobile Devices (Paperback)

eBook: GPU PRO 360 Guide to GPGPU (DRM EPUB)

eBook: GPU PRO 360 Guide to GPGPU (DRM PDF)

eBook: GPU Pro 360 Guide to Mobile Devices (DRM PDF)

eBook: GPU Pro 360 Guide to Mobile Devices (DRM EPUB)

GPU Pro 360 Guide to Rendering (Paperback)

GPU Pro 360 Guide to Geometry Manipulation (Paperback)

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