GPU pro 7 advanced rendering techniques

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.

Detalles Bibliográficos
Otros Autores: Engel, Wolfgang, editor (editor)
Formato: Libro electrónico
Idioma:Inglés
Publicado: Boca Raton, FL : A K Peters/CRC Press, an imprint of Taylor and Francis 2016.
Edición:First edition
Materias:
Ver en Biblioteca Universitat Ramon Llull:https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009755212606719
Tabla de Contenidos:
  • part I Geometry Manipulation / Carsten Dachsbacher
  • chapter 1 Deferred Snow Deformation in Rise of the Tomb Raider / Anton Kai Michels
  • chapter 2 Catmull-Clark Subdivision Surfaces / Wade Brainerd
  • part II Lighting
  • chapter 1 Clustered Shading: Assigning Lights Using Conservative Rasterization in DirectX 12 / Kevin O¨rtegren and Emil Persson
  • chapter 2 Fine Pruned Tiled Light Lists / Morten S. Mikkelsen
  • chapter 3 Deferred Attribute Interpolation Shading / Christoph Schied
  • chapter 4 Real-Time Volumetric Cloudscapes / Andrew Schneider
  • part III Rendering / Christopher Oat
  • chapter 1 Adaptive Virtual Textures / Ka Chen
  • chapter 2 Deferred Coarse Pixel Shading / Rahul P. Sathe
  • chapter 3 Progressive Rendering Using Multi-frame Sampling / Daniel Limberger, Karsten Tausche, Johannes Linke, and Ju¨rgen Do¨llner
  • part IV Mobile Devices / Marius Bjørge
  • chapter 1 Efficient Soft Shadows Based on Static Local Cubemap / Sylwester Bala
  • chapter 2 Physically Based Deferred Shading on Mobile / Ashley Vaughan Smith
  • part V 3D Engine Design / Wessam Bahnassi
  • chapter 1 Interactive Cinematic Particles / Homam Bahnassi
  • chapter 2 Real-Time BC6H Compression on GPU / Krzysztof Narkowicz
  • chapter 3 A 3D Visualization Tool Used for Test Automation in the Forza Series / Gustavo Bastos Nunes
  • chapter 4 Semi-static Load Balancing for Low-Latency Ray Tracing on Heterogeneous Multiple GPUs / Takahiro Harada
  • part VI Compute / Wolfgang Engel
  • chapter 1 Octree Mapping from a Depth Camera / Dave Kotfis
  • chapter 2 Interactive Sparse Eulerian Fluid / Alex Dunn.