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180611s2016 fluab ob 001 0 eng d |
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|a STF
|b eng
|e rda
|c STF
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|a 963347659
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|a 9780429160035
|q (e-book : PDF)
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|a 0429160038
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|a 9781498742542
|q (electronic bk.)
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|z (OCoLC)963347659
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|a 9781498742542
|b O'Reilly Media
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|a T385
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|a COM
|x 012040
|2 bisacsh
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|a 006.6/6
|2 23
|
049 |
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|a UAMI
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245 |
0 |
0 |
|a GPU pro 7 :
|b advanced rendering techniques /
|c edited by Wolfgang Engel.
|
250 |
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|a First edition.
|
264 |
|
1 |
|a Boca Raton, FL :
|b A K Peters/CRC Press, an imprint of Taylor and Francis,
|c 2016.
|
300 |
|
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|a 1 online resource (320 pages) :
|b 226 illustrations
|
336 |
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|a text
|2 rdacontent
|
337 |
|
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|a computer
|2 rdamedia
|
338 |
|
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|a online resource
|2 rdacarrier
|
505 |
0 |
0 |
|t Part I Geometry Manipulation /
|r Carsten Dachsbacher --
|t chapter 1 Deferred Snow Deformation in Rise of the Tomb Raider /
|r Anton Kai Michels --
|t chapter 2 Catmull-Clark Subdivision Surfaces /
|r Wade Brainerd --
|t part II Lighting --
|t chapter 1 Clustered Shading: Assigning Lights Using Conservative Rasterization in DirectX 12 /
|r Kevin O¨rtegren and Emil Persson --
|t chapter 2 Fine Pruned Tiled Light Lists /
|r Morten S. Mikkelsen --
|t chapter 3 Deferred Attribute Interpolation Shading /
|r Christoph Schied --
|t chapter 4 Real-Time Volumetric Cloudscapes /
|r Andrew Schneider --
|t part III Rendering /
|r Christopher Oat --
|t chapter 1 Adaptive Virtual Textures /
|r Ka Chen --
|t chapter 2 Deferred Coarse Pixel Shading /
|r Rahul P. Sathe --
|t chapter 3 Progressive Rendering Using Multi-frame Sampling /
|r Daniel Limberger, Karsten Tausche, Johannes Linke, and Ju¨rgen Do¨llner --
|t part IV Mobile Devices /
|r Marius Bjørge --
|t chapter 1 Efficient Soft Shadows Based on Static Local Cubemap /
|r Sylwester Bala --
|t chapter 2 Physically Based Deferred Shading on Mobile /
|r Ashley Vaughan Smith --
|t part V 3D Engine Design /
|r Wessam Bahnassi --
|t chapter 1 Interactive Cinematic Particles /
|r Homam Bahnassi --
|t chapter 2 Real-Time BC6H Compression on GPU /
|r Krzysztof Narkowicz --
|t chapter 3 A 3D Visualization Tool Used for Test Automation in the Forza Series /
|r Gustavo Bastos Nunes --
|t chapter 4 Semi-static Load Balancing for Low-Latency Ray Tracing on Heterogeneous Multiple GPUs /
|r Takahiro Harada --
|t part VI Compute /
|r Wolfgang Engel --
|t chapter 1 Octree Mapping from a Depth Camera /
|r Dave Kotfis --
|t chapter 2 Interactive Sparse Eulerian Fluid /
|r Alex Dunn.
|
520 |
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|a The latest edition of this bestselling game development reference offers proven tips and techniques for the real-time rendering of special effects and visualization data that are useful for beginners and seasoned game and graphics programmers alike.
|
504 |
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|a Includes bibliographical references.
|
590 |
|
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|a O'Reilly
|b O'Reilly Online Learning: Academic/Public Library Edition
|
650 |
|
0 |
|a Computer graphics.
|
650 |
|
0 |
|a Digital video.
|
650 |
|
0 |
|a Graphics processing units
|x Programming.
|
650 |
|
0 |
|a Real-time data processing.
|
650 |
|
0 |
|a Rendering (Computer graphics)
|
650 |
|
2 |
|a Computer Graphics
|
650 |
|
6 |
|a Infographie.
|
650 |
|
6 |
|a Vidéo numérique.
|
650 |
|
6 |
|a Processeurs graphiques
|x Programmation.
|
650 |
|
6 |
|a Temps réel (Informatique)
|
650 |
|
6 |
|a Rendu (Infographie)
|
650 |
|
7 |
|a computer graphics.
|2 aat
|
650 |
|
7 |
|a COMPUTERS / Computer Graphics.
|2 bisacsh
|
650 |
|
7 |
|a Computer graphics
|2 fast
|
650 |
|
7 |
|a Digital video
|2 fast
|
650 |
|
7 |
|a Real-time data processing
|2 fast
|
650 |
|
7 |
|a Rendering (Computer graphics)
|2 fast
|
700 |
1 |
|
|a Engel, Wolfgang,
|e editor.
|
710 |
2 |
|
|a Taylor & Francis.
|
776 |
0 |
8 |
|i Print version:
|z 9781498742535
|
856 |
4 |
0 |
|u https://learning.oreilly.com/library/view/~/9781498742542/?ar
|z Texto completo (Requiere registro previo con correo institucional)
|
938 |
|
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|a Bloomsbury Publishing
|b BLOO
|n BP9780429160035BVAAG
|
938 |
|
|
|a EBSCOhost
|b EBSC
|n 1499616
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|a YBP Library Services
|b YANK
|n 13265968
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