GPU Pro 2

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3D simulation techniques
A01=Wolfgang Engel
advanced rendering algorithms
ambient
Ambient Occlusion
Author_Wolfgang Engel
Category=A
Category=UB
Category=UG
Category=UGN
Category=UMK
Category=UY
computer graphics programming
coordinates
eq_art-fashion-photography
eq_bestseller
eq_computing
eq_isMigrated=1
eq_isMigrated=2
eq_nobargain
eq_non-fiction
Execution Time
Fragment Shader
Frame Buffer Object
Geometry Shader
image space effects
Indirect Illumination
Link List
map
Mipmap Level
mobile GPU optimisation
OpenGL ES
Order Independent Transparency
Percentage Closer Filtering
pixel
Pixel Shader
real-time graphics
render
RSM
shader
shadow
Shadow Map
Shadow Map's Texel
Shadow Map’s Texel
Shadow Test
Single Shadow Map
Soft Shadows
SSAO
Standard Shadow Map
Subsurface Scattering
target
texture
Texture Coordinates
Variance Shadow Maps
vertex
Vertex Shader
View Frustum
volumetric lighting

Product details

  • ISBN 9781568817187
  • Weight: 1080g
  • Dimensions: 184 x 235mm
  • Publication Date: 14 Feb 2011
  • Publisher: Taylor & Francis Inc
  • Publication City/Country: US
  • Product Form: Hardback
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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 programming to reflect the increased importance of graphics on mobile devices. It covers geometry manipulation, effects in image space, shadows, 3D engine design, GPGPU, and graphics-related tools.

Source code and other materials are available for download on the book's CRC Press web page.

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