GPU Pro 360 Guide to Shadows
Autor Wolfgang Engelen Limba Engleză Hardback – 14 dec 2018
Key Features:
- Presents tips & 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 rapidly evolving field of real-time rendering
- Takes practical approach that helps graphics programmers solve their daily challenges
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Specificații
ISBN-13: 9780815382485
ISBN-10: 0815382480
Pagini: 244
Dimensiuni: 191 x 235 x 18 mm
Greutate: 0.68 kg
Ediția:1
Editura: CRC Press
Colecția A K Peters/CRC Press
ISBN-10: 0815382480
Pagini: 244
Dimensiuni: 191 x 235 x 18 mm
Greutate: 0.68 kg
Ediția:1
Editura: CRC Press
Colecția A K Peters/CRC Press
Public țintă
Professional Practice & DevelopmentCuprins
Ch 1 Fast, Stencil-Based Multiresolution Splatting for Indirect Illumination; Ch 2 Screen-Space Directional Occlusion; Ch 3 Real-Time Multi-Bounce Ray Tracing with Geometry Imposters; Ch 4 Temporal Screen-Space Ambienty Occlusion; Ch 5 Level-of-Detail and Streaming Optimized Irradiance Normal Mapping; Ch 6 Real-Time One-Bounce Indirect Illumination and Shadows; Ch 7 Real-Time Approximation of Light Transport In Translucent Homogenous Media; Ch 8 Difuse Global Illumination with Temporally Coherent Light Propagation Volumes; Ch 9Ray Traced Approximate Reflectio Using a Grid of Oriented Splats; Ch 10 Screen-Space Bent Cones; Ch 11 Real-Time Near-Field Global Illumination Based on a Voxel Model; Ch 12Physically-Based Area Lights; Ch 13 High Perforamncce Outdoor Light Scattering Using Epipolart Scattering; Ch 14 Hi-Z Screen Space Cone-Traced Reflections Ch 15 TressFX: Advanced Real-Time Hair Rendering; Ch 16 Wire Antialiassing; Ch 17 Real-Time Lighting via Light Limked List; Ch 18 Deferred Normalized Irradian c e Probes; Ch 19 Volumetric Fog andfd Lighting; Ch 20 Physically-Based Light Probe Generation on GPU; Ch 21 Real-Time Global Illumination Using Slices; Ch 22Clustered Shading: ASssigning Lights Using Conservative Rasterization in DirectX12; Ch 23 Fine Pruned Tiled Lights List; Ch 24 Deferred Attribute Interpolation Shading; Real-Time Volumetric Cloudscapes.
Descriere
It covers ready-to-use ideas and procedures that can help solve many computer graphics programming challenges. The articles by leading programmerscontained in this volume focus on the rendering techniques of global illumination.