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GPU Pro 360 Guide to Rendering: Guide to Rendering

جلد کتاب GPU Pro 360 Guide to Rendering: Guide to Rendering

معرفی کتاب «GPU Pro 360 Guide to Rendering: Guide to Rendering» نوشتهٔ Wolfgang F Engel(Contributor)، منتشرشده توسط نشر A K PETERS;CRC Press در سال 2018. این کتاب در 9 صفحه، فرمت pdf، زبان انگلیسی ارائه شده است.

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 Content: 1. Quadtree displacement mapping with height blending -- 2. NPR effects using the geometry shader -- 3. Alpha blending as a post-process -- 4. Virtual texture mapping 101 -- 5. Pre-integrated skin shading -- 6. Implementing fur using deferred shading -- 7. Large-scale terrain rendering for outdoor games -- 8. Practical morphological antialiasing -- 9. Volume decals -- 10. Practical elliptical texture filtering on the GPU -- 11. An approximation to the Chapman grazing-incidence function for atmospheric scattering -- 12. Volumetric real-time water and foam rendering -- 13. Inexpensive antialiasing of simple objects -- 14. Practical planar reflections using cubemaps and image proxies -- 15. Real-time ptex and vector displacement -- 16. Decoupled deferred shading on the GPU -- 17. Tiled forward shading -- 18. Forward+ : a step toward film-style shading in real time -- 19. Progressive screen-space multichannel surface voxelization -- 20. Rasterized voxel-based dynamic global illumination -- 21. Per-pixel lists for single pass A-buffer -- 22. Reducing texture memory usage by 2-channel color encoding -- 23. Particle-based simulation of material aging -- 24. Simple rasterization-based liquids -- 25. Next-generation rendering in Thief -- 26. Grass rendering and simulation with LOD -- 27. Hybrid reconstruction antialiasing -- 28. Real-time rendering of physically based clouds using precomputed scattering -- 29. Sparse prcedural volume rendering -- 30. Adaptive virtual textures -- 31. Deferred coars pixel shading -- 32. Progressive rendering using multi-frame sampling. "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 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"-- Provided by publisher
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