GPU Pro 360 Guide to Rendering Guide to Rendering
Auteur : Engel Wolfgang
Wolfgang Engel?s GPU Pro 360 Guide to Rendering gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology that covers real-time rendering. This volume is complete with 32 articles by leading programmers that focus on the ability of graphics processing units to process and generate rendering in exciting ways. GPU Pro 360 Guide to Rendering is comprised of ready-to-use ideas and efficient procedures that can help solve many rendering programming challenges that may arise.
Key Features:
- Presents tips and tricks on real-time rendering of special effects and visualization data on common consumer software platforms such as PCs, video consoles, and mobile devices
- Covers specific challenges involved in creating games on various platforms
- Explores the latest developments in the rapidly evolving field of real-time rendering
- Takes a practical approach that helps graphics programmers solve their daily challenges
Ch 1 Fast Conventiona lShadow Filtering; Ch 2 Hybrid Min / Max Plane-Based Shadow Maps; Ch 3 Shadow Mapping for Omnidirectioanl Light Using Tetrahedron Mapping; Ch 4 Screen Space Soft Shaddow; Ch 5 Variance Shadow Maps Light- Bleeding Reduction Tricks; Ch 6 Fast Soft Shadows via Adaptive Shadow Maps Ch 7 Adaptive Volumetric Shadowe Maps; Ch 8 Fast Soft Shadows with Temporal Coherence; Ch 9 Mipmapped Screen-Space Soft Shadows; Ch 10 Efficient Online Visability for Shadow Maps; Ch 11 Depth Rejected Gobo Shadows; Ch 12 Real-Time Deep Shadow Maps; Ch 13 Practical Screen-Space Soft Shadows; Ch 14 Tile-Based Omnidirectional Shadows; Ch 15 Shadow Map Silhouette Revectorization
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.
Date de parution : 06-2018
19.1x23.5 cm
Disponible chez l'éditeur (délai d'approvisionnement : 14 jours).
Prix indicatif 58,78 €
Ajouter au panierDate de parution : 06-2018
19.1x23.5 cm
Disponible chez l'éditeur (délai d'approvisionnement : 14 jours).
Prix indicatif 172,36 €
Ajouter au panierThème de GPU Pro 360 Guide to Rendering :
Mots-clés :
Temporal Antialiasing; computer gaphics; UV Map; games; Pixel Shader; rendering; SSAO; GPU; Fragment Shader; lighting; Vertex Shader; shading; Geometry Shaders; Michal Drobot; Compute Shader; Pedro Hermosilla; Texture Coordinates; Pere-Pau Vazquez; Depth Buffer; Benjamin Hathaway; Shadow Map; Matth¨aus G; Chajdas; Mip Level; Christian Eisenacher; Silhouette Edge; Marc Stamminger; Mipmap Level; Sylvain Lefebvre; Ambient Occlusion; Eric Penner; Subsurface Scattering; George Borshukov; Cube Map; Donald Revie; Virtual Texture; Ferenc Pint´er; Indirection Texture; Jorge Jimenez; Shading Rate; Belen Masia; Linear Color Space; Jose I; Echevarria; Rasterization Pipeline; Fernando Navarro; Alpha Blending; Diego Gutierrez; RSM; Emil Persson; Image Based Lighting; Pavlos Mavridis and Georgios Papaioannou; Christian Schuler; Daniel Scherzer; Florian Bagar; Oliver Mattausch; Mikkel Gjøl; Mark Gjøl; Sebastien Lagarde; Antoine Zanuttini; Karl Hillesland; Gabor Liktor; Carsten Dachsbacher; Markus Billeter; Ola Olsson; Ulf Assarsson; Takahiro Harada; Jay McKee; Jason C; Yang; Athanasios Gaitatzes; Georgios Papaioannou; Hawar Doghramachi; Samuel Hornus; Anass Lasram; Krzysztof Kluczek; Tobias Gunther; Kai Rohmer; Thorsten Grosch; Martin Guay; Peter Sikachev; Samuel Delmont; Uriel Doyon; Jean-Normand Bucci; Dongsoo Han; Hongwei Li; Egor Yusov; Doug McNabb; Ka Chen; Rahul P; Sathe; Tomasz Janczak; Daniel Limberger; Karsten Tausche; Johannes Linke; Jürgen Döllner