GPU Pro 5 : Advanced Rendering Techniques
Natsu Hyuuga، Touko Shino، Kevin Steinbach، Sasha McGlynn، Engel, Wolfgang (editor)قیمت نهایی
۴۹٬۰۰۰ تومان
نسخه اصلی و اورجینال
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تحویل فوری
پرداخت امن
ضمانت فایل
پشتیبانی
مشخصات کتاب
- سال انتشار
- ۲۰۱۴
- فرمت
- زبان
- انگلیسی
- حجم فایل
- ۹۲٫۳ مگابایت
- شابک
- 9781718361409، 1718361408، 9780429170188، 9781306860277، 9781482208634، 9781482208641، 0429170181، 130686027X، 1482208636، 1482208644
دربارهٔ کتاب
In GPU Pro5: Advanced Rendering Techniques, section editors Wolfgang Engel, Christopher Oat, Carsten Dachsbacher, Michal Valient, Wessam Bahnassi, and Marius Bjorge have once again assembled a high-quality collection of cutting-edge techniques for advanced graphics processing unit (GPU) programming. Divided into six sections, the book covers rendering, lighting, effects in image space, mobile devices, 3D engine design, and compute. 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 GPU. It also addresses the latest developments in deferred lighting on mobile devices, OpenCL optimizations for mobile devices, morph targets, and tiled deferred blending methods. In color throughout, GPU Pro5 is the only book that incorporates contributions from more than 50 experts who cover the latest developments in graphics programming for games and movies. It presents ready-to-use ideas and procedures that can help solve many of your daily graphics programming challenges. Example programs with source code are provided on the book’s CRC Press web page. Rendering Per-Pixel Lists for Single Pass A-Buffer Sylvain Lefebvre, Samuel Hornus, and Anass LasramReducing Texture Memory Usage by 2-Channel Color Encoding Krzysztof Kluczek Particle-Based Simulation of Material Aging Tobias Günther, Kai Rohmer, and Thorsten GroschSimple Rasterization-Based Liquids Martin Guay Lighting and Shading Physically Based Area Lights Micha Drobot High Performance Outdoor Light Scattering using Epipolar Sampling Egor YusovVolumetric Light Effects in Killzone Shadow Fall Nathan Vos Hi-Z Screen-Space Cone-Traced Reflections Yasin Uludag TressFX: Advanced Real-Time Hair Rendering Timothy Martin, Wolfgang Engel, Nicolas Thibieroz, Jason Yang, and Jason LacroixWire Anti-Aliasing Emil Persson Image Space Screen Space Grass David Pangerl Screen Space Deformable Meshes via CSG with Per-Pixel Linked Lists João Raza and Gustavo NunesBokeh Effects on the SPU Serge BernierMobile Devices Realistic Real-Time Skin Rendering on Mobile Renaldas Zioma and Ole Ciliox Deferred Rendering Techniques on Mobile Devices Ashley Vaughan Smith Bandwidth Efficient Graphics with ARM® Mali. GPUs Marius Bjørge Efficient Morph Target Animation using OpenGL ES 3.0 James Lewis JonesTiled Deferred Blending Ramses LadlaniAdaptive Scalable Texture Compression Stacy SmithOptimizing OpenCL. Kernels for the ARM® Mali.-T600 GPUs Johan Gronqvist and Anton Lokhmotov3D Engine Design Quaternions Revisited Peter Sikachev, Vladimir Egorov, and Sergey MakeevglTF: Designing an Open-Standard Runtime Asset Format Fabrice Robinet, Rémi Arnaud, Tony Parisi, and Patrick Cozzi Managing Transformations in Hierarchy Bartosz Chodorowski and Wojciech Sterna Compute Hair Simulation in TressFX Dongsoo Han Object-Order Ray Tracing for Fully Dynamic Scenes Tobias Zirr, Hauke Rehfeld, and Carsten Dachsbacher Quadtrees on the GPU Jonathan Dupuy, Jean-Claude Iehl, and Pierre Poulin .. Front Cover 1 Contents 6 Acknowledgments 16 Web Materials 18 Part I: Rendering 20 1. Per-Pixel Lists for Single Pass A-Buffer 22 2. Reducing Texture Memory Usage by 2-Channel Color Encoding 44 3. Particle-Based Simulation of Material Aging 54 4. Simple Rasterization-Based Liquids 74 Part II: Lighting and Shading 84 1. Physically Based Area Lights 86 2. High Performance Outdoor Light Scattering Using Epipolar Sampling 120 3. Volumetric Light Effects in Killzone: Shadow Fall 146 4. Hi-Z Screen-Space Cone-Traced Reflections 168 5. TressFX: Advanced Real-Time Hair Rendering 212 6. Wire Antialiasing 230 Part III: Image Space 238 1. Screen-Space Grass 240 2. Screen-Space Deformable Meshes via CSG with Per-Pixel Linked Lists 252 3. Bokeh Effects on the SPU 260 Part IV: Mobile Devices 270 1. Realistic Real-Time Skin Rendering on Mobile 272 2. Deferred Rendering Techniques on Mobile Devices 282 3. Bandwidth Efficient Graphics with ARM® MaliTM GPUs 294 4. Efficient Morph Target Animation Using OpenGL ES 3.0 308 5. Tiled Deferred Blending 316 6. Adaptive Scalable Texture Compression 332 7. Optimizing OpenCL Kernels for the ARM® MaliTM-T600 GPUs 346 Part V: 3D Engine Design 378 1. Quaternions Revisited 380 2. glTF: Designing an Open-Standard Runtime Asset Format 394 3. Managing Transformations in Hierarchy 412 Part VI: Compute 424 1. Hair Simulation in TressFX 426 2. Object-Order Ray Tracing for Fully Dynamic Scenes 438 3. Quadtrees on the GPU 458 4. Two-Level Constraint Solver and Pipelined Local Batching for Rigid Body Simulation on GPUs 470 5. Non-separable 2D, 3D, and 4D Filtering with CUDA 488 About the Editors 512 About the Contributors 514 In color throughout, GPU Pro5 is the only book that incorporates contributions from more than 50 experts who cover the latest developments in graphics programming for games and movies. It presents ready-to-use ideas and procedures that can help solve many of your daily graphics programming challenges. Example programs with source code are provided on the book's CRC Press web page."--pub. desc 1. Rendering / Carsten Dachsbacher 2. Lighting and shading / Michal Valient 3. Image space / Christopher Oat 4. Mobile devices / Marius Bjørge 5. 3D engine design / Wessam Bahnassi 6. Compute / Wolfgang Engel. Two-Level Constraint Solver and Pipelined Local Batching for Rigid Body Simulation on GPUs Takahiro Harada Non-Separable 2D, 3D, and 4D Filtering with CUDA Anders Eklund and Paul Dufort
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