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GPU PRO 3 Advanced Rendering Techniques




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Dettagli

Genere:Libro
Lingua: Inglese
Pubblicazione: 02/2012
Edizione: 1° edizione





Note Editore

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.




Sommario

Geometry Manipulation, Wolfgang Engel, editorVertex Shader Tesselation,Holger GruenReal-time Deformable Terrain Rendering,Egor YusovOptimized Stadium Crowd Rendering,Alan ChambersGeometric Anti-Aliasing Methods,Emil PerssonRendering, Christopher Oat, editorPractical Elliptical Texture Filtering,Pavlos Mavridis and Georgios PapaioannouAn Approximation to the Chapman Grazing-Incidence Function for Atmospheric Scattering,Christian SchülerVolumetric Real-Time Water and Foam Rendering,Daniel Scherzer, Florian Bagar and Oliver MattauschCryENGINE 3,Tiago Sousa, Nick Kasyan, and Nicolas SchulzInexpensive Anti-Aliasing of Simple Objects,Mikkel Gjol and Mark GjolGlobal Illumination Effects, Carsten Dachsbacher, editorRay-traced Approximate Reflections Using a Grid of Oriented Splats,Holger GruenScreen-space Bent Cones: A Practical Approach,Oliver Klehm, Tobias Ritschel, Elmar Eisemann, and Hans-Peter SeidelReal-time Near-?eld Global Illumination Based on a Voxel Model,Sinje Thiedemann, Niklas Henrich, Thorsten Grosch, and Stefan MuellerShadows, Wolfgang Engel, editorEfficient Online Visibility for Shadow Maps,Oliver Mattausch, Jiri Bittner, Ari Silvnennoinen, Daniel Scherzer, and Michael WimmerDepth Rejected Gobo Shadows,John White3D Engine Design, Wessam Bahnassi, editorZ3 Culling,Pascal Gautron, Jean-Eudes Marvie and Gaël SourimantQuaternion-based Rendering Pipeline,Dzmitry MalyshauImplementing a Directionally Adaptive Edge AA Filter using DirectX 11,Matthew JohnsonDesigning a Data-Driven Renderer,Donal RevieGPGPU, Sebastien St-Laurent, editorVolumetric transparency with Per-Pixel Fragment Lists,"Laszlo Szecsi, Pal Barta, and Balazs KovacsPractical Binary Surface and Solid Voxelization with Direct3D 11,Michael SchwarzInteractive Ray Tracing Using the Compute Shader in DirectX 11,Arturo Garca, Francisco Avila, Sergio Murgua, and Leo ReyesContributors










Altre Informazioni

ISBN:

9781439887820

Condizione: Nuovo
Dimensioni: Ø 2.35 lb
Formato: Copertina rigida
Pagine Arabe: 408


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