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.
Clasificación: | Libro Electrónico |
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Autor Corporativo: | |
Otros Autores: | |
Formato: | Electrónico eBook |
Idioma: | Inglés |
Publicado: |
Boca Raton, FL :
A K Peters/CRC Press, an imprint of Taylor and Francis,
2016.
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Edición: | First edition. |
Temas: | |
Acceso en línea: | Texto completo (Requiere registro previo con correo institucional) |
Tabla de Contenidos:
- Part I Geometry Manipulation / Carsten Dachsbacher
- chapter 1 Deferred Snow Deformation in Rise of the Tomb Raider / Anton Kai Michels
- chapter 2 Catmull-Clark Subdivision Surfaces / Wade Brainerd
- part II Lighting
- chapter 1 Clustered Shading: Assigning Lights Using Conservative Rasterization in DirectX 12 / Kevin O¨rtegren and Emil Persson
- chapter 2 Fine Pruned Tiled Light Lists / Morten S. Mikkelsen
- chapter 3 Deferred Attribute Interpolation Shading / Christoph Schied
- chapter 4 Real-Time Volumetric Cloudscapes / Andrew Schneider
- part III Rendering / Christopher Oat
- chapter 1 Adaptive Virtual Textures / Ka Chen
- chapter 2 Deferred Coarse Pixel Shading / Rahul P. Sathe
- chapter 3 Progressive Rendering Using Multi-frame Sampling / Daniel Limberger, Karsten Tausche, Johannes Linke, and Ju¨rgen Do¨llner
- part IV Mobile Devices / Marius Bjørge
- chapter 1 Efficient Soft Shadows Based on Static Local Cubemap / Sylwester Bala
- chapter 2 Physically Based Deferred Shading on Mobile / Ashley Vaughan Smith
- part V 3D Engine Design / Wessam Bahnassi
- chapter 1 Interactive Cinematic Particles / Homam Bahnassi
- chapter 2 Real-Time BC6H Compression on GPU / Krzysztof Narkowicz
- chapter 3 A 3D Visualization Tool Used for Test Automation in the Forza Series / Gustavo Bastos Nunes
- chapter 4 Semi-static Load Balancing for Low-Latency Ray Tracing on Heterogeneous Multiple GPUs / Takahiro Harada
- part VI Compute / Wolfgang Engel
- chapter 1 Octree Mapping from a Depth Camera / Dave Kotfis
- chapter 2 Interactive Sparse Eulerian Fluid / Alex Dunn.