GPU Pro 360 Guide to Geometry Manipulation
Editat de Wolfgang Engelen Limba Engleză Hardback – 24 mai 2018
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, 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
Preț: 800.18 lei
Preț vechi: 994.52 lei
-20% Nou
Puncte Express: 1200
Preț estimativ în valută:
153.19€ • 159.23$ • 127.01£
153.19€ • 159.23$ • 127.01£
Carte tipărită la comandă
Livrare economică 08-22 februarie 25
Preluare comenzi: 021 569.72.76
Specificații
ISBN-13: 9781138568259
ISBN-10: 1138568252
Pagini: 341
Dimensiuni: 191 x 235 x 23 mm
Greutate: 0.91 kg
Ediția:1
Editura: CRC Press
Colecția A K Peters/CRC Press
ISBN-10: 1138568252
Pagini: 341
Dimensiuni: 191 x 235 x 23 mm
Greutate: 0.91 kg
Ediția:1
Editura: CRC Press
Colecția A K Peters/CRC Press
Public țintă
Professional Practice & DevelopmentCuprins
chapter 1 As Simple as Possible Tessellation for Interactive Applications
chapter 2 Rule-Based Geometry Synthesis in Real-Time
chapter 3 GPU-Based NURBS Geometry Evaluation and Rendering
chapter 4 Polygonal-Functional Hybrids for Computer Animation and Games
chapter 5 Terrain and Ocean Rendering with Hardware Tessellation
chapter 6 Practical and Realistic Facial Wrinkles Animation
chapter 7 Procedural Content Generation
chapter 8 Vertex Shader Tessellation
chapter 9 Optimized Stadium Crowd Rendering
chapter 10 Geometric Antialiasing Methods
chapter 11 GPU Terrain Subdivision and Tessellation
chapter 12 Vertex Pulling Rendering Pipeline
chapter 13 WebGL Globe Renderign Pipeline
chapter 14 Dynamic GPU Terrain
chapter 15 Bandwidth Efficient Procedural Meshes in the GPU via Tessellation
chapter 16 Real-Time Deformation of Subdivision Surfaces on Object Collisions
chapter 17 Realistic Volumetric Explosions in Games
chapter 18 Deferred Snow Deformation in Tomb Raider
chapter 19 Catmull-Clark Subdivision Studies
chapter 2 Rule-Based Geometry Synthesis in Real-Time
chapter 3 GPU-Based NURBS Geometry Evaluation and Rendering
chapter 4 Polygonal-Functional Hybrids for Computer Animation and Games
chapter 5 Terrain and Ocean Rendering with Hardware Tessellation
chapter 6 Practical and Realistic Facial Wrinkles Animation
chapter 7 Procedural Content Generation
chapter 8 Vertex Shader Tessellation
chapter 9 Optimized Stadium Crowd Rendering
chapter 10 Geometric Antialiasing Methods
chapter 11 GPU Terrain Subdivision and Tessellation
chapter 12 Vertex Pulling Rendering Pipeline
chapter 13 WebGL Globe Renderign Pipeline
chapter 14 Dynamic GPU Terrain
chapter 15 Bandwidth Efficient Procedural Meshes in the GPU via Tessellation
chapter 16 Real-Time Deformation of Subdivision Surfaces on Object Collisions
chapter 17 Realistic Volumetric Explosions in Games
chapter 18 Deferred Snow Deformation in Tomb Raider
chapter 19 Catmull-Clark Subdivision Studies
Descriere
Wolfgang Engel’s GPU Pro 360 Guide to Geometry Manipulation gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology that covers geometry manipulation in computer graphics