9781466567436-1466567430-GPU Pro 4: Advanced Rendering Techniques

GPU Pro 4: Advanced Rendering Techniques

ISBN-13: 9781466567436
ISBN-10: 1466567430
Edition: 1
Author: Wolfgang Engel
Publication date: 2013
Publisher: A K Peters/CRC Press
Format: Hardcover 384 pages
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Book details

ISBN-13: 9781466567436
ISBN-10: 1466567430
Edition: 1
Author: Wolfgang Engel
Publication date: 2013
Publisher: A K Peters/CRC Press
Format: Hardcover 384 pages

Summary

GPU Pro 4: Advanced Rendering Techniques (ISBN-13: 9781466567436 and ISBN-10: 1466567430), written by authors Wolfgang Engel, was published by A K Peters/CRC Press in 2013. With an overall rating of 3.6 stars, it's a notable title among other Computer Science (Rendering & Ray Tracing, Graphics & Design, Game Programming, Programming, Graphics & Multimedia, Software Design, Testing & Engineering) books. You can easily purchase or rent GPU Pro 4: Advanced Rendering Techniques (Hardcover) from BooksRun, along with many other new and used Computer Science books and textbooks. And, if you're looking to sell your copy, our current buyback offer is $0.6.

Description

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.

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