The19 articles by leading programmers contained in this volume focus on techniques that include going beyond the normal pixel and triangle scope of GPUs and take advantage of the parallelism of modern graphic processors to accomplish such tasks.
The19 articles by leading programmers contained in this volume focus on techniques that include going beyond the normal pixel and triangle scope of GPUs and take advantage of the parallelism of modern graphic processors to accomplish such tasks.Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
Wolfgang Engel is the CEO of Confetti, a think tank for advanced real-time graphics for the games and movie industries. Previously he worked in Rockstar's core technology group as the lead graphics programmer.
Inhaltsangabe
Ch 1 2D Distance Field Generation with the GPU Ch 2 Order-Independant Transparency uing Per-Pixel Linked Lists Ch 3 Simple and Fast Fluids Ch 4 A fast Poison Solver for OpenCL using Multigrid Methods Ch 5 Volumetric Transparency with Per-Pixel Fragment Lists Ch 6 Practical Binary Surface and Solid Voxelization with Direct3D 11 Ch 7 Interactive Ray Tracing Using the Compute Shader in DirectX 11 Ch 8 Bit-Trail Traversal for Stackless LBVH on DirectCompute Ch 9 Real-Time JPEG Compression Using Direct Compute Ch 10 Gair Simulation in TressFX Ch 11 Object-Order Ray Tracing for Fully Dynamic Scenes Ch 12 Quad Trees on the GPU Ch 13 Two-Level Constraint Solver and Pipelined Local Batching for Rigid Body Simulation on GPUs Ch 14 Non-separable 2D, 3D, and 4D Filtering with CUDA Ch 15 Compute-Based Tiled Culling Ch 16 Rendering Vector Displacement-Mapped Surfaces in a GPU Ray Tracer Ch 17 Smooth Probabistic Ambient Occlusion for Volume Rendedring. Ch 18 Octree Mapping from a Depth Camera. Ch 19 Interactive Sparse Eulerian Fluid
Ch 1 2D Distance Field Generation with the GPU Ch 2 Order-Independant Transparency uing Per-Pixel Linked Lists Ch 3 Simple and Fast Fluids Ch 4 A fast Poison Solver for OpenCL using Multigrid Methods Ch 5 Volumetric Transparency with Per-Pixel Fragment Lists Ch 6 Practical Binary Surface and Solid Voxelization with Direct3D 11 Ch 7 Interactive Ray Tracing Using the Compute Shader in DirectX 11 Ch 8 Bit-Trail Traversal for Stackless LBVH on DirectCompute Ch 9 Real-Time JPEG Compression Using Direct Compute Ch 10 Gair Simulation in TressFX Ch 11 Object-Order Ray Tracing for Fully Dynamic Scenes Ch 12 Quad Trees on the GPU Ch 13 Two-Level Constraint Solver and Pipelined Local Batching for Rigid Body Simulation on GPUs Ch 14 Non-separable 2D, 3D, and 4D Filtering with CUDA Ch 15 Compute-Based Tiled Culling Ch 16 Rendering Vector Displacement-Mapped Surfaces in a GPU Ray Tracer Ch 17 Smooth Probabistic Ambient Occlusion for Volume Rendedring. Ch 18 Octree Mapping from a Depth Camera. Ch 19 Interactive Sparse Eulerian Fluid
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