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GPU pro 360照明指南-GPU pro 360 guide to lighting文件编号:769

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标题(title):GPU pro 360 guide to lighting
GPU pro 360照明指南
作者(author):Engel, Wolfgang F
出版社(publisher):CRC Press/Taylor & Francis Group
大小(size):104 MB (109322075 bytes)
格式(extension):pdf
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"This book gathers all the content from the GPU Pro series (Vols 1-7; 2010-2016) into a convenient single source anthology covering 3D engine design in computer graphics. It covers ready-to-use ideas and procedures that can help solve many computer graphics programming challenges. The articles by leading programmerscontained in this volume focus on engine-level optimization techniques useful for modern games"--
Abstract: "This book gathers all the content from the GPU Pro series (Vols 1-7; 2010-2016) into a convenient single source anthology covering 3D engine design in computer graphics. It covers ready-to-use ideas and procedures that can help solve many computer graphics programming challenges. The articles by leading programmerscontained in this volume focus on engine-level optimization techniques useful for modern games"
Table of contents :
Content: Ch 1 Multi-fragment Effects on the GPU Using Bucket Sort
Ch 2 Parallelized Light Pre-Pass Rendering with the Cell Broadband Engine
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 Pipeline
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 Damage
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.

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