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GPU pro 5 : advanced rendering techniques /

In GPU Pro5: Advanced Rendering Techniques, section editors Wolfgang Engel, Christopher Oat, Carsten Dachsbacher, Michal Valient, Wessam Bahnassi, and Marius Bjorge have once again assembled a high-quality collection of cutting-edge techniques for advanced graphics processing unit (GPU) programming....

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Otros Autores: Engel, Wolfgang F. (Editor )
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Boca Raton, Florida ; London [England] : CRC Press, 2014.
Temas:
Acceso en línea:Texto completo (Requiere registro previo con correo institucional)

MARC

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245 0 0 |a GPU pro 5 :  |b advanced rendering techniques /  |c edited by Wolfgang Engel. 
264 1 |a Boca Raton, Florida ;  |a London [England] :  |b CRC Press,  |c 2014. 
264 4 |c ©2014 
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505 0 |a Rendering; Per-Pixel Lists for Single Pass A-Buffer Sylvain Lefebvre, Samuel Hornus, and Anass Lasram ; Reducing Texture Memory Usage by 2-Channel Color Encoding Krzysztof Kluczek ; Particle-Based Simulation of Material Aging Tobias Günther, Kai Rohmer, and Thorsten Grosch ; Simple Rasterization-Based Liquids Martin Guay Lighting and Shading ; Physically Based Area Lights Micha Drobot ; High Performance Outdoor Light Scattering using Epipolar Sampling Egor Yusov ; Volumetric Light Effects in Killzone Shadow Fall Nathan Vos ; Hi-Z Screen-Space Cone-Traced Reflections Yasin Uludag ; TressFX: Advanced Real-Time Hair Rendering Timothy Martin, Wolfgang Engel, Nicolas Thibieroz, Jason Yang, 
505 0 |a And Jason Lacroix; Wire Anti-Aliasing Emil Persson Image Space ; Screen Space Grass David Pangerl ; Screen Space Deformable Meshes via CSG with Per-Pixel Linked Lists João Raza and Gustavo Nunes ; Bokeh Effects on the SPU Serge Bernier Mobile Devices ; Realistic Real-Time Skin Rendering on Mobile Renaldas Zioma and Ole Ciliox ; Deferred Rendering Techniques on Mobile Devices Ashley Vaughan Smith ; Bandwidth Efficient Graphics with ARM® Mali. GPUs Marius Bjørge ; Efficient Morph Target Animation using OpenGL ES 3.0 James Lewis Jones ; Tiled Deferred Blending Ramses Ladlani ; Adaptive Scalable Texture Compression Stacy Smith ; Optimizing OpenCL. 
505 0 |a Kernels for the ARM® Mali.-T600 GPUs Johan Gronqvist and Anton Lokhmotov 3D Engine Design ; Quaternions Revisited Peter Sikachev, Vladimir Egorov, and Sergey Makeev ; glTF: Designing an Open-Standard Runtime Asset Format Fabrice Robinet, Rémi Arnaud, Tony Parisi, and Patrick Cozzi; Managing Transformations in Hierarchy Bartosz Chodorowski and Wojciech Sterna Compute ; Hair Simulation in TressFX Dongsoo Han ; Object-Order Ray Tracing for Fully Dynamic Scenes Tobias Zirr, Hauke Rehfeld, and Carsten Dachsbacher ; Quadtrees on the GPU Jonathan Dupuy, Jean-Claude Iehl, and Pierre Poulin ; Two-Level Constraint Solver and Pipelined Local Batching for Rigid Body Simulation on GPUs Takahiro Harada ; Non-Separable 2D, 3D, and 4D Filtering with CUDA Anders Eklund and Paul Dufort. 
520 |a In GPU Pro5: Advanced Rendering Techniques, section editors Wolfgang Engel, Christopher Oat, Carsten Dachsbacher, Michal Valient, Wessam Bahnassi, and Marius Bjorge have once again assembled a high-quality collection of cutting-edge techniques for advanced graphics processing unit (GPU) programming. Divided into six sections, the book covers rendering, lighting, effects in image space, mobile devices, 3D engine design, and compute. It explores rasterization of liquids, ray tracing of art assets that would otherwise be used in a rasterized engine, ph. 
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