GPU PRO 3

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3D Engine Design
3D engine optimisation
Ambient Occlusion
anti-aliasing algorithms
atmospheric scattering models
Bent Normal
Bounding Box
Cascaded Shadow Maps
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Compute Shader
Depth Buffer
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Fragment Shader
Geometry Manipulation
Geometry Shader
Global Illumination
Global Illumination Effects
GPGPU
GPGPU applications
Graphic API
Graphics Hardware
interactive global illumination methods
Pixel Shader
Real Time Frame Rates
real-time graphics programming
Render Targets
Rendering
RGB
RSM
Shadow Map
Shadow Receivers
Silhouette Edges
SSAO
Tessellation Factors
Texture Atlas
Vertex Shader
volumetric rendering techniques
Voxel Grid
Z3 Culling

Product details

  • ISBN 9781439887820
  • Weight: 1040g
  • Dimensions: 191 x 235mm
  • Publication Date: 21 Feb 2012
  • Publisher: Taylor & Francis Inc
  • Publication City/Country: US
  • Product Form: Hardback
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GPU Pro3, the third volume in the GPU Pro book series, offers practical tips and techniques for creating real-time graphics that are useful to beginners and seasoned game and graphics programmers alike.

Section editors Wolfgang Engel, Christopher Oat, Carsten Dachsbacher, Wessam Bahnassi, and Sebastien St-Laurent have once again brought together a high-quality collection of cutting-edge techniques for advanced GPU programming. With contributions by more than 50 experts, GPU Pro3: Advanced Rendering Techniques covers battle-tested tips and tricks for creating interesting geometry, realistic shading, real-time global illumination, and high-quality shadows, for optimizing 3D engines, and for taking advantage of the advanced power of the GPGPU.

Sample programs and source code are available for download on the book's CRC Press web page.