GPU Pro 2txt,chm,pdf,epub,mobi下载 作者: Wolfgang Engel 出版社: A K Peters/CRC Press 出版年: 2011-2-14 页数: 470 定价: USD 69.95 装帧: Hardcover 丛书: GPU Pro: Advanced Rendering Techniques ISBN: 9781568817187 内容简介 · · · · · ·This book focuses on advanced rendering techniques that run on the DirectX and/or OpenGL run-time with any shader language available. It includes articles on the latest and greatest techniques in real-time rendering, including MLAA, adaptive volumetric shadow maps, light propagation volumes, wrinkle animations, and much more. The book emphasizes techniques for handheld programm... 目录 · · · · · ·Section 1 Geometry Manipulation1.1 Terrain and Ocean Rendering with Hardware Tesselation by Xavier Bonaventura 1.2 Practical and Realistic Facial Wrinkles Animation by Jorge Jimenez, Jose I. Echevarria, Christopher Oat and Diego Gutierrez 1.3 Procedural Content Generation on GPU by Aleksander Netzel and Pawel Rohleder Section 2 Rendering Techniques 2.1 Pre-Integrated Skin Shading by Eric Penner and George Borshukov · · · · · · () Section 1 Geometry Manipulation 1.1 Terrain and Ocean Rendering with Hardware Tesselation by Xavier Bonaventura 1.2 Practical and Realistic Facial Wrinkles Animation by Jorge Jimenez, Jose I. Echevarria, Christopher Oat and Diego Gutierrez 1.3 Procedural Content Generation on GPU by Aleksander Netzel and Pawel Rohleder Section 2 Rendering Techniques 2.1 Pre-Integrated Skin Shading by Eric Penner and George Borshukov 2.2 Implementing Fur in Deferred Shading by Donald Revie 2.3 Large-scale terrain rendering for outdoor games by Ferenc Pintér 2.4 Practical Morphological Anti-Aliasing by Jorge Jimenez, Belen Masia, Jose I. Echevarria, Fernando Navarro and Diego Gutierrez 2.5 Volume Decals by Emil Persson Section 3 Global Illumination 3.1 Temporal Screen-Space Ambient Occlusion by Oliver Mattausch, Daniel Scherzer and Michael Wimmer 3.2 Level-of-Detail and Streaming Optimized Irradiance Normal Mapping by Ralf Habel, Anders Nilsson and Michael Wimmer 3.3 Real-Time One-bounce Indirect Illumination and Indirect Shadows using Ray-Tracing by Holger Gruen 3.4 Real-Time Approximation of Light Transport in Translucent Homogenous Media by Colin Barré-Brisebois and Marc Bouchard 3.5 Real-time diffuse Global Illumination with Temporally Coherent Light Propagation Volumes by Anton Kaplanyan, Wolfgang Engel and Carsten Dachsbacher Section 4 Shadows 4.1 Variance Shadow Maps Light-Bleeding Reduction Tricks by Wojciech Sterna 4.2 Fast Soft Shadows via Adaptive Shadow Maps by Pavlo Turchyn 4.3 Adaptive Volumetric Shadow Maps by Marco Salvi, Kiril Vidimče, Andrew Lauritzen, Aaron Lefohn, Matt Pharr 4.4 Fast Soft Shadows with Temporal Coherence by Daniel Scherzer, Michael Schwä rzler and Oliver Mattausch 4.5 MipMapped Screen Space Soft Shadows by Alberto Aguado and Eugenia Montiel Section 5 Handheld Devices 5.1 A Shader-Based E-Book Renderer by Andrea Bizzotto 5.2 Post-Processing Effects on Mobile Devices by Marco Weber and Peter Quayle 5.3 Shader Based Water Effects by Joe Davis and Ken Catterall Section 6 3D Engine Design 6.1 Practical, Dynamic Visibility for Games by Stephen Hill and Daniel Collin 6.2 Shader Amortization using Pixel Quad Message Passing by Eric Penner 6.3 A Rendering Pipeline for Real-time Crowds by Benjamín Hernández and Isaac Rudomin Section 7 GPGPU 7.1 2D Distance Field Generation with the GPU by Philip Rideout 7.2 Order-Independent Transparency Using Per-Pixel Linked Lists in DirectX 11 by Nicolas Thibieroz 7.3 Simple and Fast Fluid Flow Simulation on the GPU by Martin Guay, Fabrice Colin and Richard Egli 7.4 A Fast Poisson Solver for OpenCL using Multigrid Methods by Sebastien Noury, Samuel Boivin and Olivier Le Maître · · · · · · () |
一本书写出自己想看的内容
世界变得更立体。
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