GPU Pro 4

Regular price €179.80
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advanced
advanced real-time rendering solutions
Alpha Channel
Category=A
Category=UB
Category=UG
Category=UGN
Category=UMK
Category=UY
computational visualisation
Compute Shader
Cpu Overhead
Deep Shadow Maps
deferred
Draw Calls
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eq_computing
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Fragment Shader
game engine architecture
Geometry Shader
Global Illumination
GPU Pro
image space algorithms
Indirect Illumination
interactive media development
IP
Light List
map
Mip Level
parallel GPU processing
pixel
Pixel Shader
Ray Cast
real-time graphics programming
rendering
Rendering Pipeline
RGB
RGB Color Space
RGB Data
shader
shading
Shading Sample
shadow
Shadow Map
Single Rendering Pass
techniques
Thread Group
Vector Displacement
vertex
Vertex Shader

Product details

  • ISBN 9781466567436
  • Weight: 960g
  • Dimensions: 235 x 191mm
  • Publication Date: 26 Apr 2013
  • Publisher: Taylor & Francis Inc
  • Publication City/Country: US
  • Product Form: Hardback
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GPU Pro4: Advanced Rendering Techniques presents ready-to-use ideas and procedures that can help solve many of your day-to-day graphics programming challenges. Focusing on interactive media and games, the book covers up-to-date methods for producing real-time graphics.

Section editors Wolfgang Engel, Christopher Oat, Carsten Dachsbacher, Michal Valient, Wessam Bahnassi, and Sebastien St-Laurent have once again assembled a high-quality collection of cutting-edge techniques for advanced graphics processing unit (GPU) programming. Divided into six sections, the book begins with discussions on the ability of GPUs to process and generate geometry in exciting ways. It next introduces new shading and global illumination techniques for the latest real-time rendering engines and explains how image space algorithms are becoming a key way to achieve a more realistic and higher quality final image. Moving on to the difficult task of rendering shadows, the book describes the state of the art in real-time shadow maps. It then covers game engine design, including quality, optimization, and high-level architecture. The final section explores approaches that go beyond the normal pixel and triangle scope of GPUs as well as techniques that take advantage of the parallelism of modern graphic processors in a variety of applications.

Useful to beginners and seasoned game and graphics programmers alike, this color book offers practical tips and techniques for creating real-time graphics. Example programs and source code are available for download on the book’s CRC Press web page. The directory structure of the online material closely follows the book structure by using the chapter numbers as the name of the subdirectory.