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Gpu Pro 7 2016 Edition at Meripustak

Gpu Pro 7 2016 Edition by Wolfgang Engel , Taylor & Francis Ltd

Books from same Author: Wolfgang Engel

Books from same Publisher: Taylor & Francis Ltd

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  • General Information  
    Author(s)Wolfgang Engel
    PublisherTaylor & Francis Ltd
    ISBN9781498742535
    Pages306
    BindingHardback
    LanguageEnglish
    Publish YearMay 2016

    Description

    Taylor & Francis Ltd Gpu Pro 7 2016 Edition by Wolfgang Engel

    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: Advanced Rendering Techniques assembles a high-quality collection of cutting-edge techniques for advanced graphics processing unit (GPU) programming. It incorporates contributions from more than 30 experts who cover the latest developments in graphics programming for games and movies.The book covers advanced rendering techniques that run on the DirectX or OpenGL runtimes, as well as on any other runtime with any language available. It details the specific challenges involved in creating games across the most common consumer software platforms such as PCs, video consoles, and mobile devices.The book includes coverage of geometry manipulation; rendering techniques, handheld devices programming, effects in image space, lighting, 3D engine design, graphics-related tools, and environmental effects. It also includes a dedicated section on general purpose GPU programming that covers CUDA and DirectCompute examples.In color throughout, GPU Pro 7 presents ready-to-use ideas and procedures that can help solve many of your daily graphics programming challenges. Example programs with downloadable source code are also provided on the book's CRC Press web page. GEOMETRY MANIPULATIONDeferred Snow Deformation in Rise of the Tomb RaiderAnton Kai Michels and Peter SikachevIntroductionTerminologyRelated WorkSnow Deformation: The Basic ApproachDeferred DeformationFilling the Trail over TimeHardware Tessellation and PerformanceFuture ApplicationsAcknowledgementsBibliographyCatmull-Clark Subdivision SurfacesWade BrainerdIntroductionThe Call of Duty MethodRegular PatchesIrregular PatchesFilling CracksGoing FurtherConclusionAcknowledgmentsBibliographyLIGHTINGClustered Shading: Assigning Lights Using Conservative Rasterization in DirectX 12Kevin OErtegren and Emil PerssonIntroductionConservative RasterizationImplementationShadingResults and AnalysisConclusionBibliographyFine Pruned Tiled Light ListsMorten S. MikkelsenOverviewIntroductionOur MethodImplementation DetailsEngine IntegrationResultsConclusionAcknowledgmentsBibliographyDeferred Attribute Interpolation ShadingChristoph Schied and Carsten DachsbacherIntroductionAlgorithmImplementationResultsConclusionBibliographyReal-Time Volumetric CloudscapesAndrew SchneiderOverviewIntroductionCloud ModelingCloud LightingCloud RenderingConclusion and Future WorkAcknowledgmentsBibliographyRENDERINGAdaptive Virtual TexturesKa ChenIntroductionProcedural Virtual Textures BasicsAdaptive Virtual TexturesVirtual Texture Best PracticesConclusionBibliographyDeferred Coarse Pixel ShadingRahul P. Sathe and Tomasz JanczakOverviewIntroduction and BackgroundAlgorithmPerformanceConclusionBibliographyProgressive Rendering Using Multi-Frame SamplingDaniel Limberger, Karsten Tausche, Johannes Linke, and Jurgen DoellnerIntroductionApproachMulti-Frame Rendering TechniquesConclusion and Future WorkBibliographyMOBILE DEVICESEfficient Soft Shadows Based on Static Local CubemapSylwester Bala and Roberto Lopez MendezOverviewIntroductionAlgorithm OverviewWhat Is a Local Cubemap?Creating a Shadow CubemapApplying ShadowsSmoothnessCombining the Shadow Technique with OthersPerformance and QualityFuture WorkConclusionBibliographyPhysically Based Deferred Shading on MobileAshley Vaughan Smith and Mathieu EinigIntroductionPhysically Based ShadingAn Efficient Physically Based Deferred RendererExperimentsConclusion and Future WorkBibliography3D ENGINE DESIGNInteractive Cinematic ParticlesHomam Bahnassi and Wessam BahnassiIntroductionBackgroundChallenges and Previous WorkInteractive Cinematic Particles (ICP) System OutlineData Authoring WorkflowOffline Build ProcessRuntime ExecutionAdditional NotesConclusionAcknowledgmentBibliographyReal-Time BC6H Compression on GPUKrzysztof NarkowiczIntroductionBC6H DetailsCompression AlgorithmResultsPossible ExtensionsConclusionAcknowledgmentsBibliographyA 3D Visualization Tool Used for Test Automation in the Forza SeriesGustavo Bastos NunesIntroductionCollision Mesh IssuesDetecting the IssuesVisualizationNavigationWorkflowConclusionAcknowledgmentsBibliographySemi-Static Load Balancing for Low Latency Ray Tracing on Heterogeneous Multiple GPUsTakahiro HaradaIntroductionLoad Balancing MethodsSemi-Static Load BalancingResults and DiscussionAcknowledgmentBibliographyCOMPUTEOctree Mapping from a Depth CameraDave Kotfis and Patrick CozziOverviewPrevious Work and LimitationsOctree Scene RepresentationRendering TechniquesResultsConclusion and Future WorkAcknowledgmentBibliographyInteractive Sparse Eulerian FluidAlex DunnOverviewIntroductionGPU Eulerian Fluid SimulationSimulation StagesProblemsLatency Resistant Sparse Fluid SimulationPerformanceSparse Volume RenderingResultsConclusionBibliography



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