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GPU Pro 6 : advanced rendering techniques /

"This sixth edition of a popular reference covers advanced rendering techniques that run on the DirectX or OpenGL run-times, or any other run-time with any language available. It offers practical tips and techniques for creating real-time graphics that are useful to beginners and seasoned game...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Otros Autores: Engel, Wolfgang F. (Editor )
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Boca Raton, FL : CRC Press, [2016]
Temas:
Acceso en línea:Texto completo (Requiere registro previo con correo institucional)

MARC

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245 0 0 |a GPU Pro 6 :  |b advanced rendering techniques /  |c edited by Wolfgang Engel. 
246 3 |a Graphical processing units Pro six 
264 1 |a Boca Raton, FL :  |b CRC Press,  |c [2016] 
264 4 |c ©2016 
300 |a 1 online resource (xvii, 553 pages) :  |b illustrations 
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588 0 |a Online resource; title from title page (Safari, viewed December 14, 2015). 
500 |a "An A.K. Peters book." 
504 |a Includes bibliographical references. 
520 |a "This sixth edition of a popular reference covers advanced rendering techniques that run on the DirectX or OpenGL run-times, or any other run-time with any language available. It offers practical tips and techniques for creating real-time graphics that are useful to beginners and seasoned game and graphics programmers alike. It includes topics on: geometry manipulation; rendering techniques; handheld devices programming; effects in image space; shadows; 3D engine design; graphics related tools; environmental effects and a dedicated section on general purpose GPU programming that will cover CUDA, DirectCompute and OpenCL examples"--  |c Provided by publisher. 
505 0 0 |t Part 1 Part I: Geometry Manipulation /  |r Wolfgang Engel --  |t chapter I 1: Dynamic GPU Terrain /  |r David Pangerl --  |t chapter I Bandwidth-Eifficient Procedural Meshes in the GPU via Tessellation /  |r Gustavo Bastos Nunes and Joa˜o Lucas Guberman Raza --  |t chapter I 3: Real-Time Deformation of Subdivision Surfaces on Object Collisions /  |r Henry Scha¨fer, Matthias Nießner, Benjamin Keinert, and Marc Stamminger --  |t chapter I 4: Realistic Volumetric Explosions in Games /  |r Alex Dunn --  |t part 2 Part II: Rendering /  |r Christopher Oat --  |t chapter II 1: Next-Generation Rendering in Thief /  |r Peter Sikachev --  |t chapter II 2: Grass Rendering and Simulation with LOD /  |r Dongsoo Han --  |t chapter II 3: Hybrid Reconstruction Antialiasing /  |r Michal Drobot --  |t chapter II 4: Real-Time Rendering of Physically Based Clouds Using Precomputed Scattering /  |r Egor Yusov --  |t chapter II Sparse Procedural Volume Rendering Doug McNabb --  |t part 3 Part III: Lighting --  |t chapter III 1: Real-Time Lighting via Light Linked List /  |r Abdul Bezrati --  |t chapter III Deferred Normalized Irradiance Probes John Huelin, Benjamin Rouveyrol, and Bartlomiej Wron´ski --  |t chapter III Volumetric Fog and Lighting Bartlomiej Wron´ski --  |t chapter III Physically Based Light Probe Generation on GPU Ivan Spogreev --  |t chapter III 5: Real-Time Global Illumination Using Slices /  |r Hugh Malan --  |t part 4 Part IV: Shadows /  |r Wolfgang Engel --  |t chapter IV Practical Screen-Space Soft Shadows Ma´rton Tama´s and Viktor Heisenberger --  |t chapter IV Tile-Based Omnidirectional Shadows Hawar Doghramachi --  |t chapter IV 3: Shadow Map Silhouette Revectorization /  |r Vladimir Bondarev --  |t part 5 Part V: Mobile Devices /  |r Marius Bjørge --  |t chapter V 1: Hybrid Ray Tracing on a PowerVR GPU /  |r Gareth Morgan --  |t chapter V 2: Implementing a GPU-Only Particle-Collision System with ASTC 3D Textures and OpenGL ES 3.0 /  |r Daniele Di Donato --  |t chapter V 3: Animated Characters with Shell Fur for Mobile Devices /  |r Andrew Girdler --  |t chapter V 4: High Dynamic Range Computational Photography on Mobile GPUs /  |r Simon McIntosh-Smith --  |t part 6 Part VI: Compute /  |r Carsten Dachsbacher --  |t chapter VI 1: Compute-Based Tiled Culling /  |r Jason Stewart --  |t chapter VI 2: Rendering Vector Displacement-Mapped Surfaces in a GPU Ray Tracer /  |r Takahiro Harada --  |t chapter VI 3: Smooth Probabilistic Ambient Occlusion for Volume Rendering /  |r Thomas Kroes --  |t part 7 Part VII: 3D Engine Design /  |r Wessam Bahnassi --  |t chapter VII 1: Block-Wise Linear Binary Grids for Fast Ray-Casting Operations /  |r Holger Gruen --  |t chapter VII 2: Semantic-Based Shader Generation Using Shader Shaker /  |r Michael Delva --  |t chapter VII 3: ANGLE: Bringing OpenGL ES to the Desktop /  |r Shannon Woods. 
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650 7 |a Real-time data processing.  |2 fast  |0 (OCoLC)fst01091219 
650 7 |a Rendering (Computer graphics)  |2 fast  |0 (OCoLC)fst01747023 
700 1 |a Engel, Wolfgang F.,  |e editor. 
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