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.

Key Features:

Presents tipsand 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 apractical approach that helps graphics programmers solve their daily challenges
  • 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)
1-138-56824-4 (1138568244)
weitere Ausgaben werden ermittelt
Wolfgang Engel is the CEO of Confetti, a think tank for advanced real-time graphics forthe gamingand 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 Applicationschapter 2 Rule-Based Geometry Synthesis in Real-Timechapter 3 GPU-Based NURBS Geometry Evaluation and Renderingchapter 4Polygonal-Functional Hybrids for Computer Animation and Gameschapter 5Terrain and Ocean Rendering with Hardware Tessellationchapter 6 Practical and Realistic Facial Wrinkles Animationchapter 7 Procedural Content Generationchapter 8Vertex Shader Tessellationchapter 9Optimized Stadium Crowd Renderingchapter 10Geometric Antialiasing Methodschapter 11GPU Terrain Subdivision and Tessellationchapter 12Vertex Pulling Rendering Pipelinechapter 13WebGL Globe Renderign Pipelinechapter 14Dynamic GPU Terrainchapter 15Bandwidth Efficient Procedural Meshes in the GPU via Tessellationchapter 16Real-Time Deformation of Subdivision Surfaces on Object Collisionschapter 17Realistic Volumetric Explosions in Gameschapter 18Deferred Snow Deformation in Tomb Raiderchapter 19Catmull-Clark Subdivision Studies

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