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GPU Pro 7 Advanced Rendering Techniques




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Dettagli

Genere:Libro
Lingua: Inglese
Pubblicazione: 04/2016
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 Pro 7: 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 30 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, lighting, 3D engine design, graphics-related tools, and environmental effects. It also includes a dedicated section on general purpose GPU programming that covers CUDA and DirectCompute examples. In color throughout, GPU Pro 7 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

GEOMETRY MANIPULATIONDeferred Snow Deformation in Rise of the Tomb RaiderAnton Kai Michels and Peter SikachevIntroductionTerminologyRelated WorkSnow Deformation: The Basic ApproachDeferred DeformationFilling the Trail over TimeHardware Tessellation and PerformanceFuture ApplicationsAcknowledgementsBibliographyCatmull–Clark Subdivision SurfacesWade BrainerdIntroductionThe Call of Duty MethodRegular PatchesIrregular PatchesFilling CracksGoing FurtherConclusionAcknowledgmentsBibliographyLIGHTINGClustered Shading: Assigning Lights Using Conservative Rasterization in DirectX 12Kevin Örtegren and Emil PerssonIntroductionConservative RasterizationImplementationShadingResults and AnalysisConclusionBibliographyFine Pruned Tiled Light ListsMorten S. MikkelsenOverviewIntroductionOur MethodImplementation DetailsEngine IntegrationResultsConclusionAcknowledgmentsBibliographyDeferred Attribute Interpolation ShadingChristoph Schied and Carsten DachsbacherIntroductionAlgorithmImplementationResultsConclusionBibliographyReal-Time Volumetric CloudscapesAndrew SchneiderOverviewIntroductionCloud ModelingCloud LightingCloud RenderingConclusion and Future WorkAcknowledgmentsBibliographyRENDERINGAdaptive Virtual TexturesKa ChenIntroductionProcedural Virtual Textures BasicsAdaptive Virtual TexturesVirtual Texture Best PracticesConclusionBibliographyDeferred Coarse Pixel ShadingRahul P. Sathe and Tomasz JanczakOverviewIntroduction and BackgroundAlgorithmPerformanceConclusionBibliographyProgressive Rendering Using Multi-Frame SamplingDaniel Limberger, Karsten Tausche, Johannes Linke, and Jürgen DöllnerIntroductionApproachMulti-Frame Rendering TechniquesConclusion and Future WorkBibliographyMOBILE DEVICESEfficient Soft Shadows Based on Static Local CubemapSylwester Bala and Roberto Lopez MendezOverviewIntroductionAlgorithm OverviewWhat Is a Local Cubemap?Creating a Shadow CubemapApplying ShadowsSmoothnessCombining the Shadow Technique with OthersPerformance and QualityFuture WorkConclusionBibliographyPhysically Based Deferred Shading on MobileAshley Vaughan Smith and Mathieu EinigIntroductionPhysically Based ShadingAn Efficient Physically Based Deferred RendererExperimentsConclusion and Future WorkBibliography3D ENGINE DESIGNInteractive Cinematic ParticlesHomam Bahnassi and Wessam BahnassiIntroductionBackgroundChallenges and Previous WorkInteractive Cinematic Particles (ICP) System OutlineData Authoring WorkflowOffline Build ProcessRuntime ExecutionAdditional NotesConclusionAcknowledgmentBibliographyReal-Time BC6H Compression on GPUKrzysztof NarkowiczIntroductionBC6H DetailsCompression AlgorithmResultsPossible ExtensionsConclusionAcknowledgmentsBibliographyA 3D Visualization Tool Used for Test Automation in the Forza SeriesGustavo Bastos NunesIntroductionCollision Mesh IssuesDetecting the IssuesVisualizationNavigationWorkflowConclusionAcknowledgmentsBibliographySemi-Static Load Balancing for Low Latency Ray Tracing on Heterogeneous Multiple GPUsTakahiro HaradaIntroductionLoad Balancing MethodsSemi-Static Load BalancingResults and DiscussionAcknowledgmentBibliographyCOMPUTEOctree Mapping from a Depth CameraDave Kotfis and Patrick CozziOverviewPrevious Work and LimitationsOctree Scene RepresentationRendering TechniquesResultsConclusion and Future WorkAcknowledgmentBibliographyInteractive Sparse Eulerian FluidAlex DunnOverviewIntroductionGPU Eulerian Fluid SimulationSimulation StagesProblemsLatency Resistant Sparse Fluid SimulationPerformanceSparse Volume RenderingResultsConclusionBibliography




Autore

Wolfgang Engel is the CEO of Confetti Special Effects, a think tank for advanced real-time graphics for the games and movie industries in Encinitas, California. He previously worked in Rockstar's core technology group as the lead graphics programmer. He has edited books on several subjects, including ShaderX and GPU Pro. He also speaks on graphics programming at conferences worldwide. He is an MVP DirectX since July 2006 and is active on several advisory boards in the industry.










Altre Informazioni

ISBN:

9781498742535

Condizione: Nuovo
Dimensioni: Ø 1.81 lb
Formato: Copertina rigida
Illustration Notes:215 color images and 11 tables
Pagine Arabe: 306
Pagine Romane: xiv


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