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GPU Pro 6 Advanced Rendering Techniques




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Dettagli

Genere:Libro
Lingua: Inglese
Pubblicazione: 08/2015
Edizione: 1° edizione





Note Editore

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.Exploring recent developments in the rapidly evolving field of real-time rendering, GPU Pro6: Advanced Rendering Techniques assembles a high-quality collection of cutting-edge techniques for advanced graphics processing unit (GPU) programming. It incorporates contributions from more than 45 experts who cover the latest developments in graphics programming for games and movies.The book covers advanced rendering techniques that run on the DirectX or OpenGL runtimes, as well as on any other runtime with any language available. It details the specific challenges involved in creating games across the most common consumer software platforms such as PCs, video consoles, and mobile devices.The book includes coverage of geometry manipulation; rendering techniques, handheld devices programming, effects in image space, shadows, 3D engine design, graphics-related tools, and environmental effects. It also includes a dedicated section on general purpose GPU programming that covers CUDA, DirectCompute, and OpenCL examples.In color throughout, GPU Pro6 presents ready-to-use ideas and procedures that can help solve many of your daily graphics programming challenges. Example programs with downloadable source code are also provided on the book’s CRC Press web page.




Sommario

I: GEOMETRY MANIPULATIONDynamic GPU Terrain; David PangerlIntroductionOverviewTerrain DataRenderingDynamic ModificationPhysics SynchronizationProblemsConclusionsBandwidth Efficient Procedural Meshes in the GPU via Tessellation; Gustavo Bastos Nunes and Joao Lucas Guberman RazaIntroductionProcedural Mesh and the Graphics PipelineHull ShaderDomain ShaderNoise in Procedural MeshesPerformance OptimizationsConclusionBibliographyReal-Time Deformation of Subdivision Surfaces on Object Collisions; Henry Schafer, Matthias Nießner, Benjamin Keinert, and Marc StammingerIntroductionDeformable Surface RepresentationAlgorithm OverviewPipelineOptimizationsResultsConclusionAcknowledgmentsBibliographyRealistic Volumetric Explosions in Games; Alex DunnIntroductionRendering Pipeline OverviewOffline/Pre-ProcessingRuntimeVisual ImprovementsResultsPerformanceConclusionAcknowledgementsBibliographyII: RENDERING Next-Gen Rendering in Thief; Peter Sikachev, Samuel Delmont, Uriel Doyon, and Jean-Normand BucciIntroductionReflectionsContact-Hardening ShadowsLit ParticlesCompute Shaders-Based Post-ProcessingConclusionAcknowledgmentsBibliographyGrass Rendering and Simulation with LOD; Dongsoo Han and Hongwei LiIntroductionRender Grass BladesSimulationResultsBibliographyHybrid Reconstruction Anti-Aliasing; Michael Drobot IntroductionOverviewRelated workHybrid Anti-Aliasing OverviewTemporally Stable Edge Anti-AliasingTemporal Super SamplingTemporal Anti-aliasing (TAA)Final ImplementationResults DiscussionConclusionBibliographyReal-Time Rendering of Physically-Based Clouds Using Precomputed Scattering; Egor Yusov IntroductionLight Transport TheoryPre-computed SolutionsVolume-Aware BlendingImplementationResults and DiscussionConclusionBibliographySparse Procedural Volume Rendering; Doug McNabbIntroductionOverview of Current TechniquesOverviewMetavoxelsAlgorithmConclusionBibliographyIII: LIGHTINGReal-Time Lighting via Light Linked List; Abdul BezratiIntroductionAlgorithmPopulating the Light Linked ListAccessing the Light Linked ListReduced ResolutionConclusionBibliographyDeferred Normalized Irradiance Probes; John Huelin, Benjamin Rouveyrol, and Bart lomiej WronskiIntroductionDeferred Normalized Irradiance Probes AlgorithmTool Side of the AlgorithmRuntime Details of AlgorithmResults and DiscussionBibliographyVolumetric Fog and Lighting; Bartlomiej WronskiIntroductionVolumetric Fog AlgorithmResults and DiscussionBibliographyPhysically Based Light Probe Generation on GPU; Ivan SpogreevIntroductionLight Probes TheoryGenerating Light Probes on the GPUResultsBibliographyReal-Time Global Illumination Using Slices; Hugh Malan IntroductionAlgorithm OverviewApproximating the Irradiance Due to an Emissive PlaneBuilding the Image PyramidCombining Multiple SlicesLayered HeightfieldsSlice PlacementPropagating IrradianceResultsConclusionBibliographyIV: SHADOWS Practical Screen Space Soft Shadows; Márton Tamás and Viktor HeisenbergerPre-introductionIntroductionHistoryAlgorithm OverviewShadow Map Rendering PassIntroducing Layers, Light Assignment Layered Penumbra Map PassAnisotropic Gaussian Blur PassLighting PassPerformance ConsiderationsResultsQuality TestsPerformance AnalysisConclusionBibliographyTile-Based Omnidirectional Shadows; Hawar Doghramachi IntroductionOverviewImplementationResultsDiscussionConclusionBibliographyShadow Map Silhouette Revectorization; Vladimir BondarevIntroductionImplementationResultsFuture WorkConclusionBibliographyV: MOBILE DEVICESHybrid Ray Tracing on a PowerVR GPU; Gareth MorganReviewCombining Ray Tracing with RasterizationHard ShadowsSoft ShadowsReflectionsTransparencyPerformanceResultsConclusionBibliographyImplementing a GPU-Only Particles Collision System with ASTC 3D Textures and OpenGL ES 3.0; Daniele Di DonatoIntroductionGPU-Only particles systemPhysics SimulationRendering the ParticlesConclusionBibliographyAnimated Characters with Shell Fur for Mobile Devices; Andrew Girdler and James L JonesIntroductionOverviewCreating a Shell Fur TextureBone Batches or Single Pass?Model Data and SetupAnimation with TFInstancing for Fur ShellsLighting and Other EffectsConclusionBibliographyHigh Dynamic Range Computational Photography on Mobile GPUs; Simon McIntosh-Smith, Amir Chohan, Dan Curran, and Anton LokhmotovIntroductionBackgroundTone Mapping OperatorsRelated WorkGPGPU using OpenCLOpenGL ES and AndroidImplementing an HDR Pipeline using OpenCL and OpenGL ESAndroid ImplementationPerformance of our HDR effectsConclusionsBibliographyVI: COMPUTECompute-Based Tiled Culling; Jason StewartIntroductionOverviewImplementationOptimizationUnreal® Engine 4 ResultsConclusionAcknowledgmentsBibliographyRendering Vector Displacement Mapped Surfaces in a GPU Ray Tracer; Takahiro Harada IntroductionDisplacement MappingRay Tracing a Scene with Vector Displacement MapsRay Tracing a Vector Displacement PatchIntegration into an OpenCL Ray TracerResults and DiscussionConclusionBibliographySmooth Probabilistic Ambient Occlusion for Volume Rendering; Thomas Kroes, Dirk Schut, and Elmar EisemannIntroductionSmooth Probabilistic Ambient OcclusionApproximating Ambient OcclusionResultsConclusionBibliographyVII 3D ENGINE DESIGN Blockwise Linear Binary Grids for Fast Ray Casting Operations; Holger Gruen OverviewIntroductionBlock-Wise Linear Memory LayoutRendering Block-wise linear Binary Voxel GridsCasting Rays Through a Block-Wise Linear GridDetecting Occlusions During Indirect Light GatheringResultsFuture WorkExternal ReferencesBibliographySemantic Based Shader Generation Using Shader Shaker; Michael Delva, Julien Hamaide, and Ramses LadlaniIntroductionPrevious WorkDefinitionsOverviewAlgorithm ExplanationError ReportingUsage DiscussionsWhat's nextConclusionBibliographyANGLE: Bringing OpenGL ES to the Desktop; Shannon Woods, Nicolas Capens, Jamie Madill, and Geoff LangIntroductionDirect3D 11Shader TranslationImplementing ES3 on Feature Level 10Future Directions: Moving To New PlatformsRecommended PracticesBibliography










Altre Informazioni

ISBN:

9781482264616

Condizione: Nuovo
Dimensioni: Ø 3.00 lb
Formato: Copertina rigida
Illustration Notes:279 color images and 16 tables
Pagine Arabe: 586


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