GPU Pro 360 Guide to Geometry Manipulation

CRC Press
  • 1. Auflage
  • |
  • erschienen am 23. Mai 2018
  • Buch
  • |
  • Softcover
  • |
  • 325 Seiten
978-1-138-56824-2 (ISBN)
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.
  • Englisch
  • London
  • |
  • Großbritannien
Taylor & Francis Ltd
  • Für höhere Schule und Studium
  • Höhe: 210 mm
  • |
  • Breite: 235 mm
  • |
  • Dicke: 16 mm
  • 740 gr
978-1-138-56824-2 (9781138568242)
1138568244 (1138568244)
weitere Ausgaben werden ermittelt
Wolfgang Engel is the CEO of Confetti, a think tank for advanced real-time graphics for the gaming and movie industries. Previously he worked in Rockstar's core technology group as the lead graphics programmer.
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

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