Engel | Gpu Pro 360 Guide to Lighting | Buch | 978-0-8153-8552-3 | sack.de

Buch, Englisch, 510 Seiten, Format (B × H): 189 mm x 233 mm, Gewicht: 1318 g

Engel

Gpu Pro 360 Guide to Lighting


1. Auflage 2018
ISBN: 978-0-8153-8552-3
Verlag: CRC Press

Buch, Englisch, 510 Seiten, Format (B × H): 189 mm x 233 mm, Gewicht: 1318 g

ISBN: 978-0-8153-8552-3
Verlag: CRC Press


Wolfgang Engel’s GPU Pro 360 Guide to Lighting gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology on lighting. This volume is complete with 24 articles by leading programmers that describes rendering techniques of global illumination effects suited for direct rendering applications in real time. GPU Pro 360 Guide to Lighting 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 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

Engel Gpu Pro 360 Guide to Lighting jetzt bestellen!

Zielgruppe


Professional Practice & Development


Autoren/Hrsg.


Weitere Infos & Material


Ch 1 Multi-fragment Effects on the GPU Using Bucket Sort; Ch 2 Parallelized Light Pre-Pass Rendering with the Cell Broadband Engine; Ch 3 Practical, Dynamic Visibility for Games; Ch 4 Shasder Amortization Using Pixel Quad Message Passing; Ch 5 A Rendering Pipeline for Real-Time Crowds; Ch 6 Z3 Culling; Ch 7 A Quaterninion-Based Rendering Pipeline; Ch 8 Designing a Data-Driven Renderer; Ch 9 An Aspect-Based Engine Architecture; Ch 10 Kinect Programming with Direct3D 11; Ch 11A Pipeline for Authored Structural Damage; Ch 12 Quaternions Revisited; Ch 13 gITF: Designing and Open-Standard Runtime Asset Format; Ch 14 Managing Transformaations in Hierarchy; Ch 15 Block-Wise Linear Binary Grids for Fast Ray- Casting Operations; Ch 16 Semantic-Based Shader Generation Using Shadedr Shaker; Ch 17 ANGLE: Bringing OpenGL ES to the Desktop; Ch 18 Interactive Cinematic Particles; Ch 19 Real-Time BC6H Compression on GPU; Ch 20 A 3D Visualization Tool Used for Test Automaation in the Forza Series; Ch 21 Semi-Static LoadBalancing for Low-Latency Ray Tracing on Heterogeneous Multiple GPUs.


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.



Ihre Fragen, Wünsche oder Anmerkungen
Vorname*
Nachname*
Ihre E-Mail-Adresse*
Kundennr.
Ihre Nachricht*
Lediglich mit * gekennzeichnete Felder sind Pflichtfelder.
Wenn Sie die im Kontaktformular eingegebenen Daten durch Klick auf den nachfolgenden Button übersenden, erklären Sie sich damit einverstanden, dass wir Ihr Angaben für die Beantwortung Ihrer Anfrage verwenden. Selbstverständlich werden Ihre Daten vertraulich behandelt und nicht an Dritte weitergegeben. Sie können der Verwendung Ihrer Daten jederzeit widersprechen. Das Datenhandling bei Sack Fachmedien erklären wir Ihnen in unserer Datenschutzerklärung.