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GPU pro 7 : advanced rendering techniques

معرفی کتاب «GPU pro 7 : advanced rendering techniques» نوشتهٔ Wolfgang F Engel، منتشرشده توسط نشر A K Peters / CRC Press در سال 2016. این کتاب در فرمت djvu، زبان انگلیسی ارائه شده است. «GPU pro 7 : advanced rendering techniques» در دستهٔ بدون دسته‌بندی قرار دارد.

The latest edition of this bestselling game development reference offers proven tips and techniques for the real-time rendering of special effects and visualization data that are useful for beginners and seasoned game and graphics programmers alike. Exploring recent developments in the rapidly evolving field of real-time rendering, **GPU Pro 7: Advanced Rendering Techniques** assembles a high-quality collection of cutting-edge techniques for advanced graphics processing unit (GPU) programming. It incorporates contributions from more than 30 experts who cover the latest developments in graphics programming for games and movies. The book covers advanced rendering techniques that run on the DirectX or OpenGL runtimes, as well as on any other runtime with any language available. It details the specific challenges involved in creating games across the most common consumer software platforms such as PCs, video consoles, and mobile devices. The book includes coverage of geometry manipulation; rendering techniques, handheld devices programming, effects in image space, lighting, 3D engine design, graphics-related tools, and environmental effects. It also includes a dedicated section on general purpose GPU programming that covers CUDA and DirectCompute examples. In color throughout, **GPU Pro 7** presents ready-to-use ideas and procedures that can help solve many of your daily graphics programming challenges. Example programs with downloadable source code are also provided on the book’s CRC Press web page. Front Cover......Page 1 Contents......Page 6 Acknowledgments......Page 12 Web Materials......Page 14 I. Geometry Manipulation......Page 16 1. Deferred Snow Deformation in Rise of the Tomb Raider......Page 18 2. Catmull-Clark Subdivision Surfaces......Page 32 II. Lighting......Page 56 1. Clustered Shading: Assigning Lights Using Conservative Rasterization in DirectX 12......Page 58 2. Fine Pruned Tiled Light Lists......Page 84 3. Deferred Attribute Interpolation Shading......Page 98 4. Real-Time Volumetric Cloudscapes......Page 112 III. Rendering......Page 144 1. Adaptive Virtual Textures......Page 146 2. Deferred Coarse Pixel Shading......Page 160 3. Progressive Rendering Using Multi-frame Sampling......Page 170 IV. Mobile Devices......Page 188 1. Efficient Soft Shadows Based on Static Local Cubemap......Page 190 2. Physically Based Deferred Shading on Mobile......Page 202 V. 3D Engine Design......Page 214 1. Interactive Cinematic Particles......Page 216 2. Real-Time BC6H Compression on GPU......Page 234 3. A 3D Visualization Tool Used for Test Automation in the Forza Series......Page 246 4. Semi-static Load Balancing for Low-Latency Ray Tracing on Heterogeneous Multiple GPUs......Page 260 VI. Compute......Page 270 1. Octree Mapping from a Depth Camera......Page 272 2. Interactive Sparse Eulerian Fluid......Page 290 About the Editors......Page 314 About the Contributors......Page 316 Back Cover......Page 322
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