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Viser: GPU Pro 360 Guide to Geometry Manipulation
GPU Pro 360 Guide to Geometry Manipulation Vital Source e-bog
Wolfgang Engel
(2018)
GPU Pro 360 Guide to Geometry Manipulation
Wolfgang Engel
(2018)
Sprog: Engelsk
Detaljer om varen
- 1. Udgave
- Vital Source searchable e-book (Reflowable pages)
- Udgiver: Taylor & Francis (April 2018)
- ISBN: 9781351339513
Bookshelf online: 5 år fra købsdato.
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Detaljer om varen
- Hardback: 296 sider
- Udgiver: Taylor & Francis Group (Maj 2018)
- ISBN: 9781138568259
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. This volume is complete with 19 articles by leading programmers that focus on the ability of graphics processing units to process and generate geometry in exciting ways. GPU Pro 360 Guide to Geometry Manipulation is comprised of ready-to-use ideas and efficient procedures that can help solve many computer graphics 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, 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
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