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MessagePosté le: Jeu 6 Juil - 19:55 (2017)    Sujet du message: GPU Zen Advanced Rendering Techniques Répondre en citant


GPU Zen: Advanced Rendering Techniques
by Wolfgang Engel
rating: 5.0 (2 reviews)


->>>DOWNLOAD BOOK GPU Zen: Advanced Rendering Techniques
READ BOOK GPU Zen: Advanced Rendering Techniques


Exploring recent developments in the rapidly evolving field of game real-time rendering, GPU Zen assembles a high-quality collection of cutting-edge contributions for programming the GPU.

GPU Zen includes coverage of the areas of geometry manipulation, lighting, general rendering, screen-space techniques, Virtual Reality and general compute tasks.

Table of Contents

Geometry Manipulation (Christopher Oat)
1. Attributed Vertex Clouds by Willy Scheibel, Stefan Buschmann, Matthias Trapp, and Jürgen Döllner
2. Rendering Convex Occluders with Inner Conservative Rasterization by Marcus Svensson and Emil Persson

Lighting (Carsten Dachsbacher)
1. Stable Indirect Illumination by Louis Bavoil and Holger Gruen
2. Participating Media Using Extruded Light Volumes by Nathan Hoobler, Andrei Tatarinov and Alex Dunn

Rendering (Mark Chatfield)
1. Deferred+ by Hawar Doghramachi and Jean-Normand Bucci
2. Programmable Per-pixel Sample Placement with Conservative Rasterizer by Rahul P. Sathe
3. Mobile Toon Shading by Felipe Lira, Flávio Villalva, Jesus Sosa, Kléverson Paixão and Teófilo Dutra
4. High-Quality GPU-efficient Image Detail Manipulation by Kin-Ming Wong and Tien-Tsin Wong
5. Real-Time Linear-Light Shading with Linearly Transformed Cosines by Eric Heitz and Stephen Hill
6. Profiling and Optimizing WebGL Application Using Google Chrome by Gareth Morgan

Screen-Space (Wessam Bahnassi)
1. Scalable Adaptive SSAO by Filip Strugar
2. Robust Screen Space Ambient Occlusion by Wojciech Sterna
3. Practical Gather-based Bokeh Depth of Field by Wojciech Sterna


Virtual Reality (Eric Haines)
1. Efficient Stereo and VR Rendering by Iñigo Quilez
2. Understanding, Measuring, and Analyzing VR Graphics Performance by James Hughes, Reza Nourai, and Ed Hutchins

Compute (Wolfgang Engel)
1. Optimizing the Graphics Pipeline with Compute by Graham Wihlidal
2. Real Time Markov Decision Processes for Crowd Simulation by Sergio Ruiz and Benjamín Hernández

Please note: this e-book was created with Amazon Kindle TextbookCreator. All the articles are linked with the table of content and there are links in the articles. Unfortunately, links are only supported at the time of this writing on the Amazon Fire HDX and the Amazon Fire 8.9.



Details:
rank: #30,666
price: $10.01
bound:
publisher: Black Cat Publishing (May 16, 2017)
lang: English
asin: B0711SD1DW
isbn:
weight:
filesize: 42884 KB




GPU Zen: Advanced Rendering Techniques book german GPU Zen: Advanced Rendering Techniques book text format





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Top of Page SITE MENU Home My Account Assignment of Beneficial Interest in Trust - Legally Binding: Real Estate Legal Forms Book Home My Account Wish List About Us Corporate History Careers at CRC Press Conference Schedule Frequently Asked Questions Press Releases Resources For Authors For Booksellers For Instructors For Librarians For the Press For Societies Textbooks Custom Publishing Other CRC Press Sites CRCnetBASE (eBooks) Featured Authors Author News Author Events Stay Connected Sign Up for Email Alerts By using this website, you agree to the use of cookies.The country you have selected will result in the following: Product pricing will be adjusted to match the corresponding currencyRay Tracing: the Next Week (Ray Tracing I like low-cost and worthwhileThe books 360 pagesOr the two articles on SSAO, or one on bokeh depth-of-field, or well, you get the ideaPhysically Based Rendering: From Theory Addendum:if you do buy the paperback, the Kindle Matchbook pricefor the e-book is .99

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May 20, 2014 by A K Peters/CRC Press Reference - 522 Pages - 234 Color Illustrations The I Love My Instant Pot Recipe Book: From Trail Mix Oatmeal to Mongolian Beef BBQ, 175 Easy and Delicious Recipes 9781482208641 - CAT# KE24081 eBooks are subject to VAT, which is applied during the checkout processGoogle HLSL to ISPC : HLSLISPC SIGGRAPH 2017 Physically Based Shading in Theory and Practice NXT:WebAPI Baikal RendererAMD RadeonRays GTC On-DemandGTC 2017 MENU Shader.jp Shader.jp News Articles Links My Webs Shader.jp Facebook Shader.jp Twitter masafumi's Diary 20176 20175 20173 20172 20171 201612 201611 201610 20168 20167 20166 20165 20164 20163 20162 20161 201511 201510 20159 20158 20157 20156 20155 20153 20152 20151 201412 201411 201410 20149 20148 20147 20146 20145 20144 20143 20142 20141 201312 201311 201310 20139 20138 20137 20136 20135 20134 20133 20132 20131 201212 201211 201210 20129 20128 20127 20126 20125 20124 20123 20122 20121 201112 201111 201110 20119 20118 20117 20116 20115 Academic AMD Android Apple AR BOOKS Bullet C++ AMP Cg Computer Graphics CryEngine CUDA Direct3D Event Game Engine GPGPU HLSL iOS Mac MANTLE Metal Mobile NVIDIA OpenCL OpenGL OpenGL ES Physics Engine PhysX Tools Unity Unreal Engine VR Vulkan WebGL : 171 (342) : 149 (291) : 138 (258) : 933 (3134) : 2520 (11632) : 6116 (30383) : 109469 (822248) It presents ready-to-use ideas and procedures that can help solve many of your daily graphics programming challenges

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Learn More about VitalSource Bookshelf Close Close What does "CPD Certified" mean? CPD consists of any educational activity which helps to maintain and develop knowledge, problem-solving, and technical skills with the aim to provide better health care through higher standardsPrivacy Policy Shipping Policy Contact Us CRC Press, Taylor & Francis Group, an Informa Group companyAs you probably know from similar books, for any given person, most of the articles will be of mild interest at bestIts mostly meant as an e-book, though you can buy a paperback edition if you insistSo whats in the book? Seventeen articles on interactive rendering techniques, in good part by practitioners, and nine have associated codeRay Tracing: The Rest Of Your Life (Ray It explores rasterization of liquids, ray tracing of art assets that would otherwise be used in a rasterized engine, physically based area lights, volumetric light effects, screen-space grass, the usage of quaternions, and a quadtree implementation on the GPUIan Goodfellow, Yoshua Bengio, Aaron Courville .legacyBrowser noJs.linkLabel 07f867cfac





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