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00000cam a2200000Ii 4500 |
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OR_ocn932303334 |
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OCoLC |
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20231017213018.0 |
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m o d |
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cr unu|||||||| |
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151216s2016 flua ob 000 0 eng d |
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|a 2015006268
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040 |
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|a UMI
|b eng
|e rda
|e pn
|c UMI
|d YDX
|d OCLCQ
|d DEBBG
|d COO
|d VT2
|d OCLCA
|d OCLCF
|d CEF
|d OCLCQ
|d WYU
|d UAB
|d OCLCA
|d RDF
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|d OCLCQ
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019 |
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|a 963351191
|a 964544726
|a 965355996
|a 1008943301
|a 1066458506
|a 1103274735
|a 1129348023
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|a 9781482264623
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|a 1482264625
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|z 9781482264616
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020 |
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|z 1482264617
|q (hardback)
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|a DEBBG
|b BV043968451
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029 |
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|a DEBSZ
|b 485789507
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|b 000057235601
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|a (OCoLC)932303334
|z (OCoLC)963351191
|z (OCoLC)964544726
|z (OCoLC)965355996
|z (OCoLC)1008943301
|z (OCoLC)1066458506
|z (OCoLC)1103274735
|z (OCoLC)1129348023
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|a CL0500000690
|b Safari Books Online
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050 |
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|a T385
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082 |
0 |
4 |
|a 006.6/6
|2 23
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084 |
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|a COM012000
|a COM012040
|2 bisacsh
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049 |
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|a UAMI
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245 |
0 |
0 |
|a GPU Pro 6 :
|b advanced rendering techniques /
|c edited by Wolfgang Engel.
|
246 |
3 |
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|a Graphical processing units Pro six
|
264 |
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1 |
|a Boca Raton, FL :
|b CRC Press,
|c [2016]
|
264 |
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4 |
|c ©2016
|
300 |
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|a 1 online resource (xvii, 553 pages) :
|b illustrations
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336 |
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|a text
|b txt
|2 rdacontent
|
337 |
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|a computer
|b c
|2 rdamedia
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338 |
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|a online resource
|b cr
|2 rdacarrier
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588 |
0 |
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|a Online resource; title from title page (Safari, viewed December 14, 2015).
|
500 |
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|a "An A.K. Peters book."
|
504 |
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|a Includes bibliographical references.
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520 |
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|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.
|
590 |
|
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|a O'Reilly
|b O'Reilly Online Learning: Academic/Public Library Edition
|
650 |
|
0 |
|a Rendering (Computer graphics)
|
650 |
|
0 |
|a Graphics processing units
|x Programming.
|
650 |
|
0 |
|a Computer graphics.
|
650 |
|
0 |
|a Real-time data processing.
|
650 |
|
0 |
|a Digital video.
|
650 |
|
2 |
|a Computer Graphics
|
650 |
|
6 |
|a Rendu (Infographie)
|
650 |
|
6 |
|a Processeurs graphiques
|x Programmation.
|
650 |
|
6 |
|a Infographie.
|
650 |
|
6 |
|a Temps réel (Informatique)
|
650 |
|
6 |
|a Vidéo numérique.
|
650 |
|
7 |
|a computer graphics.
|2 aat
|
650 |
|
7 |
|a COMPUTERS
|x Computer Graphics.
|2 bisacsh
|
650 |
|
7 |
|a COMPUTERS
|x Programming
|x Games.
|2 bisacsh
|
650 |
|
7 |
|a Computer graphics.
|2 fast
|0 (OCoLC)fst00872119
|
650 |
|
7 |
|a Digital video.
|2 fast
|0 (OCoLC)fst00893738
|
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.
|
776 |
0 |
8 |
|i Print version:
|t GPU Pro 6.
|d Boca Raton, FL : CRC Press, [2016]
|z 9781482264616
|z 1482264617
|w (DLC) 2015006268
|w (OCoLC)892163361
|
856 |
4 |
0 |
|u https://learning.oreilly.com/library/view/~/9781482264623/?ar
|z Texto completo (Requiere registro previo con correo institucional)
|
938 |
|
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|a YBP Library Services
|b YANK
|n 13265945
|
994 |
|
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|a 92
|b IZTAP
|