GPU Pro 4: Advanced Rendering TechniquesWolfgang Engel CRC Press, 26 apr. 2013 - 382 sidor GPU Pro4: Advanced Rendering Techniques presents ready-to-use ideas and procedures that can help solve many of your day-to-day graphics programming challenges. Focusing on interactive media and games, the book covers up-to-date methods for producing real-time graphics.Section editors Wolfgang Engel, Christopher Oat, Carsten Dachsbacher, Michal Vali |
Innehåll
1 | |
II Rendering | 49 |
III Image Space | 173 |
IV Shadows | 251 |
V Game Engine Design | 265 |
VI GPGPU | 317 |
About the Editors | 357 |
About the Contributors | 359 |
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algorithm antialiasing application aspects blur cache calculated camera chroma subsampling chrominance coefficients color compute shader Computer Graphics Crytek cubemap culling Dachsbacher deferred shading depth buffer depth layer depth values Direct3D Direct3D 11 DirectX displacement mapping dot Products draw call encoding engine float forward shading fragment shader frame framebuffer frustum function G-buffer geometry shader global illumination grid hardware image proxies implementation input intersection iterations JPEG kernel Kinect linked list lookup memory method mipmap MSAA neighboring node normal number of lights objects offset OpenGL output performance pixel shader plane position pre-Z primitive rasterization real-time rendering reflection rendering pipeline resolution resource runtime scene graph screen-space Section shading sample shadow maps SIGGRAPH SLBVH smooth space stage stored stream structure tensor surface technique texture thread group tiled forward traversal triangles uint updated vector vertex viewable region visible volume voxel