GPU Pro 6

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3D engine design
advanced graphics programming for researchers
Ambient Occlusion
Assassin's Creed
Assassin’s Creed
Category=UGG
Category=UGK
Category=UGN
Category=UMK
Compute
Compute Shader
computer graphics algorithms
Cube Maps
CUDA optimisation
DirectCompute techniques
Domain Shader
Draw Call
eq_bestseller
eq_computing
eq_isMigrated=1
eq_isMigrated=2
eq_nobargain
eq_non-fiction
Fragment Shaders
Geometry manipulation
Geometry Shader
GPU Memory
GPU programming
Graphics processing unit programming
Hull Shader
Lighting
Mobile devices
OpenCL parallel processing
OpenGL ES
Pixel Shaders
Ray Casting
Ray Marching
Ray Tracing
Real Time Rendering
Real-time rendering of special effects
Real-time rendering of visualization data
real-time visualisation methods
Rendering
RGB.
Screen Space Ambient Occlusion
Shadow Map
Shadow Map Resolution
Shadows
Soft Shadows
Transform Feedback
Vertex Shader
visual effects programming
Volumetric Fog
Voxel Grid

Product details

  • ISBN 9781482264616
  • Weight: 1220g
  • Dimensions: 191 x 235mm
  • Publication Date: 11 Sep 2015
  • Publisher: Apple Academic Press Inc.
  • Publication City/Country: CA
  • Product Form: Hardback
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The latest edition of this bestselling game development reference offers proven tips and techniques for the real-time rendering of special effects and visualization data that are useful for beginners and seasoned game and graphics programmers alike.

Exploring recent developments in the rapidly evolving field of real-time rendering, GPU Pro6: Advanced Rendering Techniques assembles a high-quality collection of cutting-edge techniques for advanced graphics processing unit (GPU) programming. It incorporates contributions from more than 45 experts who cover the latest developments in graphics programming for games and movies.

The book covers advanced rendering techniques that run on the DirectX or OpenGL runtimes, as well as on any other runtime with any language available. It details the specific challenges involved in creating games across the most common consumer software platforms such as PCs, video consoles, and mobile devices.

The book includes coverage of geometry manipulation; rendering techniques, handheld devices programming, effects in image space, shadows, 3D engine design, graphics-related tools, and environmental effects. It also includes a dedicated section on general purpose GPU programming that covers CUDA, DirectCompute, and OpenCL examples.

In color throughout, GPU Pro6 presents ready-to-use ideas and procedures that can help solve many of your daily graphics programming challenges. Example programs with downloadable source code are also provided on the book’s CRC Press web page.