GPU Zen

GPU Zen pdf epub mobi txt 電子書 下載2025

出版者:Bowker Identifier Services
作者:Wolfgang Engel
出品人:
頁數:360
译者:
出版時間:2017-5-15
價格:USD 52.99
裝幀:Paperback
isbn號碼:9780998822891
叢書系列:
圖書標籤:
  • 計算機圖形學
  • 遊戲編程
  • 遊戲開發
  • 圖形學
  • CG
  • GPU
  • CUDA
  • 並行計算
  • 深度學習
  • 高性能計算
  • 圖形渲染
  • GPGPU
  • NVIDIA
  • 編程
  • 硬件加速
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具體描述

Exploring recent developments in the rapidly evolving field of game real-time rendering, GPU Zen assembles a high-quality collection of cutting-edge contributions for programming the GPU.

GPU Zen includes coverage of the areas of geometry manipulation, lighting, general rendering, screen-space techniques, Virtual Reality and general compute tasks.

著者簡介

圖書目錄

Table of Contents
Geometry Manipulation (Christopher Oat)
1. Attributed Vertex Clouds by Willy Scheibel, Stefan Buschmann, Matthias Trapp, and Jürgen Döllner
2. Rendering Convex Occluders with Inner Conservative Rasterization by Marcus Svensson and Emil Persson
Lighting (Carsten Dachsbacher)
1. Stable Indirect Illumination by Louis Bavoil and Holger Gruen
2. Participating Media Using Extruded Light Volumes by Nathan Hoobler, Andrei Tatarinov and Alex Dunn
Rendering (Mark Chatfield)
1. Deferred+ by Hawar Doghramachi and Jean-Normand Bucci
2. Programmable Per-pixel Sample Placement with Conservative Rasterizer by Rahul P. Sathe
3. Mobile Toon Shading by Felipe Lira, Flávio Villalva, Jesus Sosa, Kléverson Paixão and Teófilo Dutra
4. High-Quality GPU-efficient Image Detail Manipulation by Kin-Ming Wong and Tien-Tsin Wong
5. Real-Time Linear-Light Shading with Linearly Transformed Cosines by Eric Heitz and Stephen Hill
6. Profiling and Optimizing WebGL Application Using Google Chrome by Gareth Morgan
Screen-Space (Wessam Bahnassi)
1. Scalable Adaptive SSAO by Filip Strugar
2. Robust Screen Space Ambient Occlusion by Wojciech Sterna
3. Practical Gather-based Bokeh Depth of Field by Wojciech Sterna
Virtual Reality (Eric Haines)
1. Efficient Stereo and VR Rendering by Iñigo Quilez
2. Understanding, Measuring, and Analyzing VR Graphics Performance by James Hughes, Reza Nourai, and Ed Hutchins
Compute (Wolfgang Engel)
1. Optimizing the Graphics Pipeline with Compute by Graham Wihlidal
2. Real Time Markov Decision Processes for Crowd Simulation by Sergio Ruiz and Benjamín Hernández
· · · · · · (收起)

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