It covers ready-to-use ideas and procedures that can help solve many computer graphics programming challenges. The articles by leading programmerscontained in this volume focus on engine-level optimization techniques useful for modern games.
It covers ready-to-use ideas and procedures that can help solve many computer graphics programming challenges. The articles by leading programmerscontained in this volume focus on engine-level optimization techniques useful for modern games.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 Multi-fragment Effects on the GPU Using Bucket Sort Ch 2 Parallelized Light Pre-Pass Rendering with the Cell Broadband Engine Ch 3 Practical, Dynamic Visibility for Games Ch 4 Shasder Amortization Using Pixel Quad Message Passing Ch 5 A Rendering Pipeline for Real-Time Crowds Ch 6 Z3 Culling Ch 7 A Quaterninion-Based Rendering Pipeline Ch 8 Designing a Data-Driven Renderer Ch 9 An Aspect-Based Engine Architecture Ch 10 Kinect Programming with Direct3D 11 Ch 11A Pipeline for Authored Structural Damage Ch 12 Quaternions Revisited Ch 13 gITF: Designing and Open-Standard Runtime Asset Format Ch 14 Managing Transformaations in Hierarchy Ch 15 Block-Wise Linear Binary Grids for Fast Ray- Casting Operations Ch 16 Semantic-Based Shader Generation Using Shadedr Shaker Ch 17 ANGLE: Bringing OpenGL ES to the Desktop Ch 18 Interactive Cinematic Particles Ch 19 Real-Time BC6H Compression on GPU Ch 20 A 3D Visualization Tool Used for Test Automaation in the Forza Series Ch 21 Semi-Static LoadBalancing for Low-Latency Ray Tracing on Heterogeneous Multiple GPUs.
Ch 1 Multi-fragment Effects on the GPU Using Bucket Sort Ch 2 Parallelized Light Pre-Pass Rendering with the Cell Broadband Engine Ch 3 Practical, Dynamic Visibility for Games Ch 4 Shasder Amortization Using Pixel Quad Message Passing Ch 5 A Rendering Pipeline for Real-Time Crowds Ch 6 Z3 Culling Ch 7 A Quaterninion-Based Rendering Pipeline Ch 8 Designing a Data-Driven Renderer Ch 9 An Aspect-Based Engine Architecture Ch 10 Kinect Programming with Direct3D 11 Ch 11A Pipeline for Authored Structural Damage Ch 12 Quaternions Revisited Ch 13 gITF: Designing and Open-Standard Runtime Asset Format Ch 14 Managing Transformaations in Hierarchy Ch 15 Block-Wise Linear Binary Grids for Fast Ray- Casting Operations Ch 16 Semantic-Based Shader Generation Using Shadedr Shaker Ch 17 ANGLE: Bringing OpenGL ES to the Desktop Ch 18 Interactive Cinematic Particles Ch 19 Real-Time BC6H Compression on GPU Ch 20 A 3D Visualization Tool Used for Test Automaation in the Forza Series Ch 21 Semi-Static LoadBalancing for Low-Latency Ray Tracing on Heterogeneous Multiple GPUs.
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