GPU Pro 360 Guide to Image Space

Regular price €49.99
A01=Wolfgang Engel
advanced real-time graphics programming
Alpha Channel
anisotropic filtering methods
Author_Wolfgang Engel
Category=UG
Compute Shader
computer gaphics
computer graphics algorithms
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eq_computing
eq_isMigrated=1
eq_isMigrated=2
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games
Geometry Shader
GPU
graphics hardware programming
Hierarchical Item
Importance Function
Int
Irradiance Map
Kuwahara Filter
lighting
Line Integral Convolution
Linked List
Major Eigenvector
MSAA
Pixel Shader
real-time rendering techniques
Render Target
rendering
Rendering Pipeline
RGB
RGB Color Space
RGB Data
RGB Value
shading
Shadow Map
Shadow Volumes
Silhouette Edges
Stencil Mask
Structure Tensor
Subsurface Scattering
subsurface scattering simulation
visual effects development

Product details

  • ISBN 9781138484320
  • Weight: 703g
  • Dimensions: 191 x 235mm
  • Publication Date: 03 Dec 2018
  • Publisher: Taylor & Francis Ltd
  • Publication City/Country: GB
  • Product Form: Paperback
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Wolfgang Engel’s GPU Pro 360 Guide to Image Space gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology that covers various algorithms that operate primarily in image space. This volume is complete with 15 articles by leading programmers speaks to the power and convenience of working in screen space. GPU Pro 360 Guide to Image Space 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 & tricks on real-time rendering of special effects and visualization data on common consumer software platforms such as PCs, video consoles, mobile devices
  • Covers specific challenges involved in creating games on various platforms
  • Explores the latest developments in rapidly evolving field of real-time rendering
  • Takes practical approach that helps graphics programmers solve their daily challenges
Wolfgang Engel is the CEO of Confetti, a think tank for advanced real-time graphics for the games and movie industries.  Previously he worked in Rockstar's core technology group as the lead graphics programmer.