GPU Pro 360 Guide to Mobile Devices

Regular price €58.99
A01=Wolfgang Engel
advanced mobile graphics programming
Alpha Channel
atmospheric scattering models
Author_Wolfgang Engel
Bounding Volume
BRDF
Category=UGK
computer gaphics
Depth Texture
Draw Calls
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Fragment Shaders
Frame Buffer
Frame Buffer Object
Framebuffer Object
Fresnel Term
games
GPU
LDR
lighting
Mipmap Levels
Mobile GPUs
Multiple Render Targets
non-photorealistic rendering
OpenGL ES
particle simulation techniques
Pixel Shader
procedural terrain generation
real-time visualisation
rendering
RGB
RGB Channel
shading
Soft Shadows
Texture Coordinates
Texture Lookups
TF
Vertex Buffer
Vertex Shader
View Frustum
volumetric cloud rendering

Product details

  • ISBN 9780815352815
  • Weight: 657g
  • Dimensions: 191 x 235mm
  • Publication Date: 12 Nov 2018
  • Publisher: Taylor & Francis Inc
  • Publication City/Country: US
  • Product Form: Paperback
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Wolfgang Engel’s GPU Pro 360 Guide to Mobile Devices gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology that covers computer graphics in mobile devices. This volume is complete with 18 articles by leading programmers that focus on the ability of graphics processing units to process and generate geometry in exciting ways. GPU Pro 360 Guide to Mobile Devices 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.