GPU Pro 360 Guide to Shadows

Regular price €179.80
A01=Wolfgang Engel
Aaron Lefohn
advanced shader development
Alberto Aguado
Andrew Lauritzen
Ari Silvennoinen
Author_Wolfgang Engel
Cascaded Shadow Maps
Category=UB
Compute Shaders
computer gaphics
Daniel Scherzer
Depth Buffer
DSM
eq_bestseller
eq_computing
eq_isMigrated=1
eq_isMigrated=2
eq_nobargain
eq_non-fiction
Eugenia Montiel
games
global illumination techniques
GPU
Hawar Doghramachi
Holger Gruen
Hung-Chien Liao
indirect lighting algorithms
Jesus Gumbau
Jiri Bittner
John White
Kiril Vidim
lighting
Marco Salvi
Mateu Sbert
Matt Pharr
Michael Schwarzler
Michael Wimmer
Miguel Chover
Mipmap Level
Oliver Mattausch
Pavlo Turchyn
Penumbra Size
Percentage Closest Filtering
Pixel Shader
real-time graphics programming
real-time shadow rendering solutions
rendering
Rene Furst
screen-space occlusion
shading
Shadow Buffer
Shadow Map
Shadow Map Depth
Shadow Map Pixels
Shadow Map Samples
Shadow Map Texel
Shadow Mapping Algorithm
Shadow Mapping Technique
Shadow Receiver
Shadow Test
Shadow Volumes
Single Shadow Map
Soft Shadows
Standard Shadow Map
Stencil Buffer
Variance Shadow Maps
View Frustum
Viktor Heisenberger
Vladimir Bondarev
volumetric rendering methods
Wojciech Sterna

Product details

  • ISBN 9780815382485
  • Weight: 680g
  • Dimensions: 191 x 235mm
  • Publication Date: 14 Dec 2018
  • Publisher: Taylor & Francis Inc
  • Publication City/Country: US
  • Product Form: Hardback
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Wolfgang Engel’s GPU Pro 360 Guide to Shadows gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology that covers various algorithms that are used to generate shadow data. This volume is complete with 15 articles by leading programmers that focus on achieving good visual results in rendering shadows. GPU Pro 360 Guide to Shadows 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.