Wolfgang Engel
Gpu Pro 360 Guide to Mobile Devices
Wolfgang Engel
Gpu Pro 360 Guide to Mobile Devices
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This book gathers all the content from the GPU Pro series (Vols 1-7; 2010-2016) into a convenient single source anthology covering rendering techniques in computer graphics.
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This book gathers all the content from the GPU Pro series (Vols 1-7; 2010-2016) into a convenient single source anthology covering rendering techniques in computer graphics.
Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
Produktdetails
- Produktdetails
- Verlag: Taylor & Francis Inc
- Seitenzahl: 308
- Erscheinungstermin: 12. November 2018
- Englisch
- Abmessung: 234mm x 192mm x 17mm
- Gewicht: 656g
- ISBN-13: 9780815352815
- ISBN-10: 0815352816
- Artikelnr.: 54399638
- Herstellerkennzeichnung
- Libri GmbH
- Europaallee 1
- 36244 Bad Hersfeld
- gpsr@libri.de
- Verlag: Taylor & Francis Inc
- Seitenzahl: 308
- Erscheinungstermin: 12. November 2018
- Englisch
- Abmessung: 234mm x 192mm x 17mm
- Gewicht: 656g
- ISBN-13: 9780815352815
- ISBN-10: 0815352816
- Artikelnr.: 54399638
- Herstellerkennzeichnung
- Libri GmbH
- Europaallee 1
- 36244 Bad Hersfeld
- gpsr@libri.de
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.
Ch 1 Quadtree Displacement Mapping with Height Bending
Ch 2 NPR Effects Using the Geometry Shadxder
Ch 3 Alpha Blending as a Post-Process
Ch 4 Virtual Texture Mapping 101
Ch 5 Pre-Integrated Skin Shading
Ch 6 Implementing Fur Using Deferred Shading
Ch 7 Large-Scale Terrain Rendering for Outdoor Games
Ch 8 Practical Morphological Antaliassing
Ch 9 Volume Decals
Ch 10 PracticalElliptical Texture Filtering on the GPU
Ch 11An Approximation to the Chapman Grazing-Incidence Function for Atmospheric Scattering
Ch 12 Volumetric Real-Time Water and Foam Rendering
Ch 13 Inexpensive Antialiassing of Simple Objects:
Ch 14 Practical Planar Reflections Using Cubemaps and Image Proxies
Ch 15 Real-Time Ptex and Vector Displacement
Ch 16 Decoupled Deferred Shading on the GPU
Ch 17 Tiled Forward Shading
Ch18 Forward+: A Step Toward Film-Style Shading in Real-Time
Ch 19 Progressive Screen-Space Multichannel Voxelization
Ch 20 Rasterized Voxel-Based Dynamic Global Illumination
Ch 21 Per-Pixel Lists for Single Pass A-Buffer
Ch 22 Reducing Texture Memory Usage by 2-Channel Encoding
Ch 23 Particle-Based Simulation of Material Aging
Ch 24 Simple Rasterization-Based Liquids
Ch 25 Next Generation Rendering in Thief
Ch 26 Grass Rendering and Simulation with LOD
Ch 27 Hybrid Reconstruction Antialiassing
Ch 28 Real-Time Rendering of Physically-Based Clouds Using Precomputed Scattering
Ch 29 Sparse Procedural Volume Rendering
Ch 30 Adaptive Virtua l Textures
Ch 31 Deferred Coarse Pixel Shading
Ch 32 Progressive Rendering Using Multi-Frame Sampling
Ch 2 NPR Effects Using the Geometry Shadxder
Ch 3 Alpha Blending as a Post-Process
Ch 4 Virtual Texture Mapping 101
Ch 5 Pre-Integrated Skin Shading
Ch 6 Implementing Fur Using Deferred Shading
Ch 7 Large-Scale Terrain Rendering for Outdoor Games
Ch 8 Practical Morphological Antaliassing
Ch 9 Volume Decals
Ch 10 PracticalElliptical Texture Filtering on the GPU
Ch 11An Approximation to the Chapman Grazing-Incidence Function for Atmospheric Scattering
Ch 12 Volumetric Real-Time Water and Foam Rendering
Ch 13 Inexpensive Antialiassing of Simple Objects:
Ch 14 Practical Planar Reflections Using Cubemaps and Image Proxies
Ch 15 Real-Time Ptex and Vector Displacement
Ch 16 Decoupled Deferred Shading on the GPU
Ch 17 Tiled Forward Shading
Ch18 Forward+: A Step Toward Film-Style Shading in Real-Time
Ch 19 Progressive Screen-Space Multichannel Voxelization
Ch 20 Rasterized Voxel-Based Dynamic Global Illumination
Ch 21 Per-Pixel Lists for Single Pass A-Buffer
Ch 22 Reducing Texture Memory Usage by 2-Channel Encoding
Ch 23 Particle-Based Simulation of Material Aging
Ch 24 Simple Rasterization-Based Liquids
Ch 25 Next Generation Rendering in Thief
Ch 26 Grass Rendering and Simulation with LOD
Ch 27 Hybrid Reconstruction Antialiassing
Ch 28 Real-Time Rendering of Physically-Based Clouds Using Precomputed Scattering
Ch 29 Sparse Procedural Volume Rendering
Ch 30 Adaptive Virtua l Textures
Ch 31 Deferred Coarse Pixel Shading
Ch 32 Progressive Rendering Using Multi-Frame Sampling
Ch 1 Quadtree Displacement Mapping with Height Bending
Ch 2 NPR Effects Using the Geometry Shadxder
Ch 3 Alpha Blending as a Post-Process
Ch 4 Virtual Texture Mapping 101
Ch 5 Pre-Integrated Skin Shading
Ch 6 Implementing Fur Using Deferred Shading
Ch 7 Large-Scale Terrain Rendering for Outdoor Games
Ch 8 Practical Morphological Antaliassing
Ch 9 Volume Decals
Ch 10 PracticalElliptical Texture Filtering on the GPU
Ch 11An Approximation to the Chapman Grazing-Incidence Function for Atmospheric Scattering
Ch 12 Volumetric Real-Time Water and Foam Rendering
Ch 13 Inexpensive Antialiassing of Simple Objects:
Ch 14 Practical Planar Reflections Using Cubemaps and Image Proxies
Ch 15 Real-Time Ptex and Vector Displacement
Ch 16 Decoupled Deferred Shading on the GPU
Ch 17 Tiled Forward Shading
Ch18 Forward+: A Step Toward Film-Style Shading in Real-Time
Ch 19 Progressive Screen-Space Multichannel Voxelization
Ch 20 Rasterized Voxel-Based Dynamic Global Illumination
Ch 21 Per-Pixel Lists for Single Pass A-Buffer
Ch 22 Reducing Texture Memory Usage by 2-Channel Encoding
Ch 23 Particle-Based Simulation of Material Aging
Ch 24 Simple Rasterization-Based Liquids
Ch 25 Next Generation Rendering in Thief
Ch 26 Grass Rendering and Simulation with LOD
Ch 27 Hybrid Reconstruction Antialiassing
Ch 28 Real-Time Rendering of Physically-Based Clouds Using Precomputed Scattering
Ch 29 Sparse Procedural Volume Rendering
Ch 30 Adaptive Virtua l Textures
Ch 31 Deferred Coarse Pixel Shading
Ch 32 Progressive Rendering Using Multi-Frame Sampling
Ch 2 NPR Effects Using the Geometry Shadxder
Ch 3 Alpha Blending as a Post-Process
Ch 4 Virtual Texture Mapping 101
Ch 5 Pre-Integrated Skin Shading
Ch 6 Implementing Fur Using Deferred Shading
Ch 7 Large-Scale Terrain Rendering for Outdoor Games
Ch 8 Practical Morphological Antaliassing
Ch 9 Volume Decals
Ch 10 PracticalElliptical Texture Filtering on the GPU
Ch 11An Approximation to the Chapman Grazing-Incidence Function for Atmospheric Scattering
Ch 12 Volumetric Real-Time Water and Foam Rendering
Ch 13 Inexpensive Antialiassing of Simple Objects:
Ch 14 Practical Planar Reflections Using Cubemaps and Image Proxies
Ch 15 Real-Time Ptex and Vector Displacement
Ch 16 Decoupled Deferred Shading on the GPU
Ch 17 Tiled Forward Shading
Ch18 Forward+: A Step Toward Film-Style Shading in Real-Time
Ch 19 Progressive Screen-Space Multichannel Voxelization
Ch 20 Rasterized Voxel-Based Dynamic Global Illumination
Ch 21 Per-Pixel Lists for Single Pass A-Buffer
Ch 22 Reducing Texture Memory Usage by 2-Channel Encoding
Ch 23 Particle-Based Simulation of Material Aging
Ch 24 Simple Rasterization-Based Liquids
Ch 25 Next Generation Rendering in Thief
Ch 26 Grass Rendering and Simulation with LOD
Ch 27 Hybrid Reconstruction Antialiassing
Ch 28 Real-Time Rendering of Physically-Based Clouds Using Precomputed Scattering
Ch 29 Sparse Procedural Volume Rendering
Ch 30 Adaptive Virtua l Textures
Ch 31 Deferred Coarse Pixel Shading
Ch 32 Progressive Rendering Using Multi-Frame Sampling