
GPU Pro 7
Advanced Rendering Techniques
Wolfgang Engel(Editor)
CRC Press
Published on 23. March 2016
320 pages
978-1-4987-4254-2 (ISBN)
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Description
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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.Exploring recent developments in the rapidly evolving field of real-time rendering, GPU Pro 7: Advanc
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Language
English
Place of publication
London
United Kingdom
Publishing group
Taylor & Francis Ltd
Target group
Professional and scholarly
Illustrations
215 farbige Abbildungen, 11 s/w Tabellen
215 color images and 11 tables
File size
106,53 MB
ISBN-13
978-1-4987-4254-2 (9781498742542)
Copyright in bibliographic data and cover images is held by Nielsen Book Services Limited or by the publishers or by their respective licensors: all rights reserved.
Schweitzer Classification
Other editions
Additional editions

Book
04/2016
1st Edition
Productivity Press
€117.50
Shipment within 15-20 days
Person
Wolfgang Engel is the CEO of Confetti Special Effects, a think tank for advanced real-time graphics for the games and movie industries in Encinitas, California. He previously worked in Rockstar's core technology group as the lead graphics programmer. He has edited books on several subjects, including ShaderX and GPU Pro. He also speaks on graphics programming at conferences worldwide. He is an MVP DirectX since July 2006 and is active on several advisory boards in the industry.
Content
GEOMETRY MANIPULATION. Deferred Snow Deformation in Rise of the Tomb Raider. Catmull-Clark Subdivision Surfaces. LIGHTING. Clustered Shading: Assigning Lights Using Conservative Rasterization in DirectX 12. Fine Pruned Tiled Light Lists. Deferred Attribute Interpolation Shading. Real-Time Volumetric Cloudscapes. RENDERING. Adaptive Virtual Textures. Deferred Coarse Pixel Shading. Progressive Rendering Using Multi-Frame Sampling. MOBILE DEVICES. Efficient Soft Shadows Based on Static Local Cubemap. Physically Based Deferred Shading on Mobile. 3D ENGINE DESIGN. Interactive Cinematic Particles. Real-Time BC6H Compression on GPU. A 3D Visualization Tool Used for Test Automation in the Forza Series. Semi-Static Load Balancing for Low Latency Ray Tracing on Heterogeneous Multiple GPUs. COMPUTE. Octree Mapping from a Depth Camera. Interactive Sparse Eulerian Fluid.
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