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...
Clasificación: | Libro Electrónico |
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Otros Autores: | |
Formato: | Electrónico eBook |
Idioma: | Inglés |
Publicado: |
Boca Raton, FL :
CRC Press,
[2016]
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Temas: | |
Acceso en línea: | Texto completo (Requiere registro previo con correo institucional) |
Tabla de Contenidos:
- Part 1 Part I: Geometry Manipulation / Wolfgang Engel
- chapter I 1: Dynamic GPU Terrain / David Pangerl
- chapter I Bandwidth-Eifficient Procedural Meshes in the GPU via Tessellation / Gustavo Bastos Nunes and Joa˜o Lucas Guberman Raza
- chapter I 3: Real-Time Deformation of Subdivision Surfaces on Object Collisions / Henry Scha¨fer, Matthias Nießner, Benjamin Keinert, and Marc Stamminger
- chapter I 4: Realistic Volumetric Explosions in Games / Alex Dunn
- part 2 Part II: Rendering / Christopher Oat
- chapter II 1: Next-Generation Rendering in Thief / Peter Sikachev
- chapter II 2: Grass Rendering and Simulation with LOD / Dongsoo Han
- chapter II 3: Hybrid Reconstruction Antialiasing / Michal Drobot
- chapter II 4: Real-Time Rendering of Physically Based Clouds Using Precomputed Scattering / Egor Yusov
- chapter II Sparse Procedural Volume Rendering Doug McNabb
- part 3 Part III: Lighting
- chapter III 1: Real-Time Lighting via Light Linked List / Abdul Bezrati
- chapter III Deferred Normalized Irradiance Probes John Huelin, Benjamin Rouveyrol, and Bartlomiej Wron´ski
- chapter III Volumetric Fog and Lighting Bartlomiej Wron´ski
- chapter III Physically Based Light Probe Generation on GPU Ivan Spogreev
- chapter III 5: Real-Time Global Illumination Using Slices / Hugh Malan
- part 4 Part IV: Shadows / Wolfgang Engel
- chapter IV Practical Screen-Space Soft Shadows Ma´rton Tama´s and Viktor Heisenberger
- chapter IV Tile-Based Omnidirectional Shadows Hawar Doghramachi
- chapter IV 3: Shadow Map Silhouette Revectorization / Vladimir Bondarev
- part 5 Part V: Mobile Devices / Marius Bjørge
- chapter V 1: Hybrid Ray Tracing on a PowerVR GPU / Gareth Morgan
- chapter V 2: Implementing a GPU-Only Particle-Collision System with ASTC 3D Textures and OpenGL ES 3.0 / Daniele Di Donato
- chapter V 3: Animated Characters with Shell Fur for Mobile Devices / Andrew Girdler
- chapter V 4: High Dynamic Range Computational Photography on Mobile GPUs / Simon McIntosh-Smith
- part 6 Part VI: Compute / Carsten Dachsbacher
- chapter VI 1: Compute-Based Tiled Culling / Jason Stewart
- chapter VI 2: Rendering Vector Displacement-Mapped Surfaces in a GPU Ray Tracer / Takahiro Harada
- chapter VI 3: Smooth Probabilistic Ambient Occlusion for Volume Rendering / Thomas Kroes
- part 7 Part VII: 3D Engine Design / Wessam Bahnassi
- chapter VII 1: Block-Wise Linear Binary Grids for Fast Ray-Casting Operations / Holger Gruen
- chapter VII 2: Semantic-Based Shader Generation Using Shader Shaker / Michael Delva
- chapter VII 3: ANGLE: Bringing OpenGL ES to the Desktop / Shannon Woods.