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GPU Pro 360 Guide to Lighting By Wolfgang Engel

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Item specifics

Condition
Very Good: A book that does not look new and has been read but is in excellent condition. No obvious ...
Title
GPU Pro 360 Guide to Lighting
ISBN
9780815385523
Subject Area
Computers, Science
Publication Name
GPU Pro 360 Guide to Lighting
Publisher
A + K Peter's, The Limited
Item Length
9.2 in
Subject
Programming / Games, Programming / General, Computer Graphics, Physics / Optics & Light
Publication Year
2018
Type
Textbook
Format
Trade Paperback
Language
English
Item Height
1 in
Author
Wolfgang Engel
Item Weight
36.9 Oz
Item Width
7.6 in
Number of Pages
490 Pages

About this product

Product Information

Wolfgang Engel's GPU Pro 360 Guide to Lighting gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology on lighting. This volume is complete with 24 articles by leading programmers that describes rendering techniques of global illumination effects suited for direct rendering applications in real time. GPU Pro 360 Guide to Lighting is comprised of ready-to-use ideas and efficient procedures that can help solve many computer graphics programming challenges that may arise. Key Features: Presents tips and tricks on real-time rendering of special effects and visualization data on common consumer software platforms such as PCs, video consoles, and mobile devices Covers specific challenges involved in creating games on various platforms Explores the latest developments in the rapidly evolving field of real-time rendering Takes a practical approach that helps graphics programmers solve their daily challenges

Product Identifiers

Publisher
A + K Peter's, The Limited
ISBN-10
0815385528
ISBN-13
9780815385523
eBay Product ID (ePID)
9038688322

Product Key Features

Number of Pages
490 Pages
Language
English
Publication Name
GPU Pro 360 Guide to Lighting
Publication Year
2018
Subject
Programming / Games, Programming / General, Computer Graphics, Physics / Optics & Light
Type
Textbook
Subject Area
Computers, Science
Author
Wolfgang Engel
Format
Trade Paperback

Dimensions

Item Height
1 in
Item Weight
36.9 Oz
Item Length
9.2 in
Item Width
7.6 in

Additional Product Features

LCCN
2018-020475
Target Audience
College Audience
Illustrated
Yes
Lc Classification Number
T385.G68884 2018
Table of Content
Ch 1 Multi-fragment Effects on the GPU Using Bucket Sort; Ch 2 Parallelized Light Pre-Pass Rendering with the Cell Broadband Engi≠ Ch 3 Practical, Dynamic Visibility for Games; Ch 4 Shasder Amortization Using Pixel Quad Message Passing; Ch 5 A Rendering Pipeline for Real-Time Crowds; Ch 6 Z3 Culling; Ch 7 A Quaterninion-Based Rendering Pipeli≠ Ch 8 Designing a Data-Driven Renderer; Ch 9 An Aspect-Based Engine Architecture; Ch 10 Kinect Programming with Direct3D 11; Ch 11A Pipeline for Authored Structural Dama≥ Ch 12 Quaternions Revisited; Ch 13 gITF: Designing and Open-Standard Runtime Asset Format; Ch 14 Managing Transformaations in Hierarchy; Ch 15 Block-Wise Linear Binary Grids for Fast Ray- Casting Operations; Ch 16 Semantic-Based Shader Generation Using Shadedr Shaker; Ch 17 ANGLE: Bringing OpenGL ES to the Desktop; Ch 18 Interactive Cinematic Particles; Ch 19 Real-Time BC6H Compression on GPU; Ch 20 A 3D Visualization Tool Used for Test Automaation in the Forza Series; Ch 21 Semi-Static LoadBalancing for Low-Latency Ray Tracing on Heterogeneous Multiple GPUs.
Copyright Date
2019

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