This latest edition of a 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. With contributions from more than 30 experts, it covers the latest developments in graphics programming for games and movies, presents a high-quality collection of cutting-edge techniques for advanced graphics processing unit (GPU) programming, and explores recent developments in the rapidly evolving field of real-time rendering.
This latest edition of a 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. With contributions from more than 30 experts, it covers the latest developments in graphics programming for games and movies, presents a high-quality collection of cutting-edge techniques for advanced graphics processing unit (GPU) programming, and explores recent developments in the rapidly evolving field of real-time rendering.Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
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.
Inhaltsangabe
GEOMETRY MANIPULATION. Deferred Snow Deformation in Rise of the Tomb Raider. Catmull-Clark Subdivision Surfaces. LIGHTING. Clustered Shading: Assigning Lights Using Conservative Rasterization in DirectX 12. Fine Pruned Tiled Light Lists. Deferred Attribute Interpolation Shading. Real-Time Volumetric Cloudscapes. RENDERING. Adaptive Virtual Textures. Deferred Coarse Pixel Shading. Progressive Rendering Using Multi-Frame Sampling. MOBILE DEVICES. Efficient Soft Shadows Based on Static Local Cubemap. Physically Based Deferred Shading on Mobile. 3D ENGINE DESIGN. Interactive Cinematic Particles. Real-Time BC6H Compression on GPU. A 3D Visualization Tool Used for Test Automation in the Forza Series. Semi-Static Load Balancing for Low Latency Ray Tracing on Heterogeneous Multiple GPUs. COMPUTE. Octree Mapping from a Depth Camera. Interactive Sparse Eulerian Fluid.
GEOMETRY MANIPULATION. Deferred Snow Deformation in Rise of the Tomb Raider. Catmull-Clark Subdivision Surfaces. LIGHTING. Clustered Shading: Assigning Lights Using Conservative Rasterization in DirectX 12. Fine Pruned Tiled Light Lists. Deferred Attribute Interpolation Shading. Real-Time Volumetric Cloudscapes. RENDERING. Adaptive Virtual Textures. Deferred Coarse Pixel Shading. Progressive Rendering Using Multi-Frame Sampling. MOBILE DEVICES. Efficient Soft Shadows Based on Static Local Cubemap. Physically Based Deferred Shading on Mobile. 3D ENGINE DESIGN. Interactive Cinematic Particles. Real-Time BC6H Compression on GPU. A 3D Visualization Tool Used for Test Automation in the Forza Series. Semi-Static Load Balancing for Low Latency Ray Tracing on Heterogeneous Multiple GPUs. COMPUTE. Octree Mapping from a Depth Camera. Interactive Sparse Eulerian Fluid.
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