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GPU Pro 2: Advanced Rendering Techniques

جلد کتاب GPU Pro 2: Advanced Rendering Techniques

معرفی کتاب «GPU Pro 2: Advanced Rendering Techniques» نوشتهٔ Sigmund Freud، translated from the German، edited by James Strachey و Engel W. (Ed.)، منتشرشده توسط نشر A K Peters/CRC Press در سال 2011. این کتاب در فرمت pdf، زبان انگلیسی ارائه شده است.

Publisher: A K Peters/CRC Press; 1 edition (February 14, 2011) ISBN-10: 1568817185 ISBN-13: 978-1568817187 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. 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. Source code and other materials are available for download on the book's CRC Press web page. "This book contains many chapters describing the latest developments in computer graphics rendering on the GPU. Written by game programming experts, each contribution covers advanced rendering techniques that run on the DirectX and OpenGL run-time with any shader language available. The book's sections cover topics in mathematics of computer graphics, rendering, global illumination, handheld devices, 3D engine design, and GPGPU" -- Provided by publisher
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