《GPU PRO 3》电子书下载

GPU PRO 3txt,chm,pdf,epub,mobi下载
作者:Engel, Wolfgang 编
出版社: A K Peters/CRC Press
副标题: Advanced Rendering Techniques
出版年: 2012-1-20
页数: 404
定价: USD 69.95
装帧: Hardcover
丛书: GPU Pro: Advanced Rendering Techniques
ISBN: 9781439887820

内容简介 · · · · · ·

GPU Pro3, the third volume in the GPU Pro book series, offers practical tips and techniques for creating real-time graphics that are useful to beginners and seasoned game and graphics programmers alike.

Section editors Wolfgang Engel, Christopher Oat, Carsten Dachsbacher, Wessam Bahnassi, and Sebastien St-Laurent have once again brought together a high-quality collection of cut...




目录 · · · · · ·

I Geometry Manipulation
1. Vertex Shader Tesselatin by Holger Gruen
2. Real-time Deformable Terrain Rendering by Egor Yusov
3. Optimized Stadium Crowd Rendering by Alan Chambers
4. Geometric Anti-Aliasing Methods by Emil Persson
--
· · · · · ·()
I Geometry Manipulation
1. Vertex Shader Tesselatin by Holger Gruen
2. Real-time Deformable Terrain Rendering by Egor Yusov
3. Optimized Stadium Crowd Rendering by Alan Chambers
4. Geometric Anti-Aliasing Methods by Emil Persson
--
II Rendering
1. Practical Elliptical Texture Filtering by Pavlos Mavridis and Georgios Papaioannou
2. An Approximation to the Chapman Grazing-Incidence Function for Atmospheric Scattering by Christian Schüler
3. Volumetric Real-Time Water and Foam Rendering by Daniel Scherzer, Florian Bagar and Oliver Mattausch
4. CryENGINE 3 by Tiago Sousa, Nick Kasyan, and Nicolas Schulz
5. Inexpensive Anti-Aliasing of Simple Objects by Mikkel Gjol and Mark Gjol
--
III Global Illumination Effects
1. Carsten Dachsbacher, editor
2. Ray-traced Approximate Reflections Using a Grid of Oriented Splats by Holger Gruen
3. Screen-space Bent Cones: A Practical Approach by Oliver Klehm, Tobias Ritschel, Elmar Eisemann, Hans-Peter Seidel
4. Real-time Near-field Global Illumination based on a Voxel Model by Sinje Thiedemann, Niklas Henrich, Thorsten Grosch, Stefan Mueller
--
IV Shadows
1. Efficient Online Visibility for Shadow Maps by Oliver Mattausch, Jiri Bittner, Ari Silvnennoinen, Daniel Scherzer and Michael Wimmer
2. Depth Rejected Gobo Shadows by John White
--
V 3D Engine Design
1. Z Culling by Pascal Gautron, Jean-Eudes Marvie and Gaël Sourimant
2. Quaternion-based rendering pipeline by Dzmitry Malyshau
3. Implementing a Directionally Adaptive Edge AA Filter using DirectX 11 by Matthew Johnson
4. Designing a Data-Driven Renderer by Donal Revie
--
VI GPGPU
1. Volumetric transparency with Per-Pixel Fragment Lists" by Laszlo Szecsi, Pal Barta and Balazs Kovacs
2. Practical Binary Surface and Solid Voxelization with Direct3D 11 by Michael Schwarz
3. Interactive Ray Tracing Using the Compute Shader in DirectX 11 by Arturo Garca, Francisco Avila, Sergio Murgua and Leo Reyes
· · · · · · ()

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