GPU PRO 360 Guide to GPGPU Guide to GPGPU
Auteur : Engel Wolfgang
Wolfgang Engel?s GPU Pro 360 Guide to GPGPU gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology that covers general purpose GPU. This volume is complete with 19 articles by leading programmers that focus on the techniques that go beyond the normal pixel and triangle scope of GPUs and take advantage of the parallelism of modern graphics processors to accomplish such tasks. GPU Pro 360 Guide to GPGPU is comprised of ready-to-use ideas and efficient procedures that can help solve many computer graphics programming challenges that may arise.
Key Features:
- Presents tips & tricks on real-time rendering of special effects and visualization data on common consumer software platforms such as PCs, video consoles, mobile devices
- Covers specific challenges involved in creating games on various platforms
- Explores the latest developments in rapidly evolving field of real-time rendering
- Takes practical approach that helps graphics programmers solve their daily challenges
Ch 1 2D Distance Field Generation with the GPU; Ch 2 Order-Independant Transparency uing Per-Pixel Linked Lists; Ch 3 Simple and Fast Fluids; Ch 4 A fast Poison Solver for OpenCL using Multigrid Methods; Ch 5 Volumetric Transparency with Per-Pixel Fragment Lists; Ch 6 Practical Binary Surface and Solid Voxelization with Direct3D 11; Ch 7 Interactive Ray Tracing Using the Compute Shader in DirectX 11; Ch 8 Bit-Trail Traversal for Stackless LBVH on DirectCompute; Ch 9 Real-Time JPEG Compression Using Direct Compute; Ch 10 Gair Simulation in TressFX; Ch 11 Object-Order Ray Tracing for Fully Dynamic Scenes; Ch 12 Quad Trees on the GPU; Ch 13 Two-Level Constraint Solver and Pipelined Local Batching for Rigid Body Simulation on GPUs; Ch 14 Non-separable 2D, 3D, and 4D Filtering with CUDA; Ch 15 Compute-Based Tiled Culling; Ch 16 Rendering Vector Displacement-Mapped Surfaces in a GPU Ray Tracer; Ch 17 Smooth Probabistic Ambient Occlusion for Volume Rendedring. Ch 18 Octree Mapping from a Depth Camera. Ch 19 Interactive Sparse Eulerian Fluid
Date de parution : 11-2018
19.1x23.5 cm
Disponible chez l'éditeur (délai d'approvisionnement : 14 jours).
Prix indicatif 85,02 €
Ajouter au panierDate de parution : 12-2018
19.1x23.5 cm
Disponible chez l'éditeur (délai d'approvisionnement : 14 jours).
Prix indicatif 223,58 €
Ajouter au panierThème de GPU PRO 360 Guide to GPGPU :
Mots-clés :
Voxel Cube; computer gaphics; Batch Index; games; GPU Parallelization; rendering; Phong Shading; GPU; Pixel Shader; lighting; Compute Shader; shading; Ray Tracing; Philip Rideout; Ray Marching; Nicolas Thibieroz; Vertex Shader; Martin Guay; GPU Implementation; Fabrice Colin; Geometry Shader; Richard Egli; GPU Device; Sebastien Noury; Voxel Grid; Samuel Boivin; Thread Groups; Olivier Le Maître; GPU Computing; Ll Szécsi; Render Target; PBarta; Global Illumination; Bal Kov; Ambient Occlusion; Michael Schwarz; OIT; Arturo García; Gauss Seidel Method; Francisco ila; Leaf Nodes; Sergio Murguía; Tile Size; Leo Reyes; Jacobi Method; Stefan Petersson; Linked Lists; Dongsoo Han; Ray Grid; Tobias Zirr; Hauke Rehfeld; Carsten Dachsbacher; Jonathan Dupuy; Jean-Claude Iehl; Pierre Poulin; Takahiro Harada; Anders Eklund; Paul Dufort; Jason Stewart; Thomas Kroes; Dirk Schut; Elmar Eisemann; Dave Kotfis; Alex Dunn