GPU Pro 2

GPU Pro 2 pdf epub mobi txt 電子書 下載2025

出版者:A K Peters/CRC Press
作者:Wolfgang Engel
出品人:
頁數:470
译者:
出版時間:2011-2-14
價格:USD 69.95
裝幀:Hardcover
isbn號碼:9781568817187
叢書系列:GPU Pro: Advanced Rendering Techniques
圖書標籤:
  • 圖形學
  • 計算機圖形學
  • GPU
  • 遊戲編程
  • Graphics
  • 計算機圖形
  • 遊戲開發
  • 技術
  • GPU編程
  • CUDA
  • DirectX
  • OpenGL
  • 並行計算
  • 圖形渲染
  • 高性能計算
  • 遊戲開發
  • 深度學習
  • 計算機圖形學
想要找書就要到 小美書屋
立刻按 ctrl+D收藏本頁
你會得到大驚喜!!

具體描述

This book focuses on advanced rendering techniques that run on the DirectX and/or OpenGL run-time with any shader language available. It includes articles on the latest and greatest techniques in real-time rendering, including MLAA, adaptive volumetric shadow maps, light propagation volumes, wrinkle animations, and much more. The book emphasizes techniques for handheld programming to reflect the increased importance of graphics on mobile devices. It covers geometry manipulation, effects in image space, shadows, 3D engine design, GPGPU, and graphics-related tools.

著者簡介

圖書目錄

Section 1 Geometry Manipulation
1.1 Terrain and Ocean Rendering with Hardware Tesselation by Xavier Bonaventura
1.2 Practical and Realistic Facial Wrinkles Animation by Jorge Jimenez, Jose I. Echevarria, Christopher Oat and Diego Gutierrez
1.3 Procedural Content Generation on GPU by Aleksander Netzel and Pawel Rohleder
Section 2 Rendering Techniques
2.1 Pre-Integrated Skin Shading by Eric Penner and George Borshukov
2.2 Implementing Fur in Deferred Shading by Donald Revie
2.3 Large-scale terrain rendering for outdoor games by Ferenc Pintér
2.4 Practical Morphological Anti-Aliasing by Jorge Jimenez, Belen Masia, Jose I. Echevarria, Fernando Navarro and Diego Gutierrez
2.5 Volume Decals by Emil Persson
Section 3 Global Illumination
3.1 Temporal Screen-Space Ambient Occlusion by Oliver Mattausch, Daniel Scherzer and Michael Wimmer
3.2 Level-of-Detail and Streaming Optimized Irradiance Normal Mapping by Ralf Habel, Anders Nilsson and Michael Wimmer
3.3 Real-Time One-bounce Indirect Illumination and Indirect Shadows using Ray-Tracing by Holger Gruen
3.4 Real-Time Approximation of Light Transport in Translucent Homogenous Media by Colin Barré-Brisebois and Marc Bouchard
3.5 Real-time diffuse Global Illumination with Temporally Coherent Light Propagation Volumes by Anton Kaplanyan, Wolfgang Engel and Carsten Dachsbacher
Section 4 Shadows
4.1 Variance Shadow Maps Light-Bleeding Reduction Tricks by Wojciech Sterna
4.2 Fast Soft Shadows via Adaptive Shadow Maps by Pavlo Turchyn
4.3 Adaptive Volumetric Shadow Maps by Marco Salvi, Kiril Vidimče, Andrew Lauritzen, Aaron Lefohn, Matt Pharr
4.4 Fast Soft Shadows with Temporal Coherence by Daniel Scherzer, Michael Schwä rzler and Oliver Mattausch
4.5 MipMapped Screen Space Soft Shadows by Alberto Aguado and Eugenia Montiel
Section 5 Handheld Devices
5.1 A Shader-Based E-Book Renderer by Andrea Bizzotto
5.2 Post-Processing Effects on Mobile Devices by Marco Weber and Peter Quayle
5.3 Shader Based Water Effects by Joe Davis and Ken Catterall
Section 6 3D Engine Design
6.1 Practical, Dynamic Visibility for Games by Stephen Hill and Daniel Collin
6.2 Shader Amortization using Pixel Quad Message Passing by Eric Penner
6.3 A Rendering Pipeline for Real-time Crowds by Benjamín Hernández and Isaac Rudomin
Section 7 GPGPU
7.1 2D Distance Field Generation with the GPU by Philip Rideout
7.2 Order-Independent Transparency Using Per-Pixel Linked Lists in DirectX 11 by Nicolas Thibieroz
7.3 Simple and Fast Fluid Flow Simulation on the GPU by Martin Guay, Fabrice Colin and Richard Egli
7.4 A Fast Poisson Solver for OpenCL using Multigrid Methods by Sebastien Noury, Samuel Boivin and Olivier Le Maître
· · · · · · (收起)

讀後感

評分

評分

評分

評分

評分

用戶評價

评分

沒啥好說的,練習各種技巧+1

评分

沒啥好說的,練習各種技巧+1

评分

沒啥好說的,練習各種技巧+1

评分

沒啥好說的,練習各種技巧+1

评分

沒啥好說的,練習各種技巧+1

本站所有內容均為互聯網搜索引擎提供的公開搜索信息,本站不存儲任何數據與內容,任何內容與數據均與本站無關,如有需要請聯繫相關搜索引擎包括但不限於百度google,bing,sogou

© 2025 book.quotespace.org All Rights Reserved. 小美書屋 版权所有