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GPU pro 7 : advanced rendering techniques /

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.

Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor Corporativo: Taylor & Francis
Otros Autores: Engel, Wolfgang (Editor )
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Boca Raton, FL : A K Peters/CRC Press, an imprint of Taylor and Francis, 2016.
Edición:First edition.
Temas:
Acceso en línea:Texto completo (Requiere registro previo con correo institucional)

MARC

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245 0 0 |a GPU pro 7 :  |b advanced rendering techniques /  |c edited by Wolfgang Engel. 
250 |a First edition. 
264 1 |a Boca Raton, FL :  |b A K Peters/CRC Press, an imprint of Taylor and Francis,  |c 2016. 
300 |a 1 online resource (320 pages) :  |b 226 illustrations 
336 |a text  |2 rdacontent 
337 |a computer  |2 rdamedia 
338 |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 3 |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 |a Includes bibliographical references. 
590 |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) 
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