Wolfgang Engel
Gpu Pro 360 Guide to Shadows
Wolfgang Engel
Gpu Pro 360 Guide to Shadows
- Broschiertes Buch
- Merkliste
- Auf die Merkliste
- Bewerten Bewerten
- Teilen
- Produkt teilen
- Produkterinnerung
- Produkterinnerung
It covers ready-to-use ideas and procedures that can help solve many computer graphics programming challenges. The articles by leading programmerscontained in this volume focus on the rendering techniques of global illumination.
Andere Kunden interessierten sich auch für
- Wolfgang EngelGPU Pro 360 Guide to Rendering62,99 €
- Wolfgang EngelGpu Pro 360 Guide to 3D Engine Design63,99 €
- Wolfgang EngelGpu Pro 360 Guide to Lighting65,99 €
- Gpu Pro 360 Guide to Geometry Manipulation61,99 €
- Wolfgang EngelGPU PRO 360 Guide to GPGPU61,99 €
- OpenGL Insights62,99 €
- Sam VilaBlender for Visual Effects58,99 €
-
-
-
It covers ready-to-use ideas and procedures that can help solve many computer graphics programming challenges. The articles by leading programmerscontained in this volume focus on the rendering techniques of global illumination.
Produktdetails
- Produktdetails
- Verlag: CRC Press
- Seitenzahl: 230
- Erscheinungstermin: 19. November 2018
- Englisch
- Abmessung: 236mm x 190mm x 13mm
- Gewicht: 520g
- ISBN-13: 9780815382478
- ISBN-10: 0815382472
- Artikelnr.: 54710420
- Herstellerkennzeichnung
- Libri GmbH
- Europaallee 1
- 36244 Bad Hersfeld
- gpsr@libri.de
- Verlag: CRC Press
- Seitenzahl: 230
- Erscheinungstermin: 19. November 2018
- Englisch
- Abmessung: 236mm x 190mm x 13mm
- Gewicht: 520g
- ISBN-13: 9780815382478
- ISBN-10: 0815382472
- Artikelnr.: 54710420
- Herstellerkennzeichnung
- Libri GmbH
- Europaallee 1
- 36244 Bad Hersfeld
- gpsr@libri.de
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.
Ch 1 Fast, Stencil-Based Multiresolution Splatting for Indirect Illumination
Ch 2 Screen-Space Directional Occlusion
Ch 3 Real-Time Multi-Bounce Ray Tracing with Geometry Imposters
Ch 4 Temporal Screen-Space Ambienty Occlusion
Ch 5 Level-of-Detail and Streaming Optimized Irradiance Normal Mapping
Ch 6 Real-Time One-Bounce Indirect Illumination and Shadows
Ch 7 Real-Time Approximation of Light Transport In Translucent Homogenous Media
Ch 8 Difuse Global Illumination with Temporally Coherent Light Propagation Volumes
Ch 9Ray Traced Approximate Reflectio Using a Grid of Oriented Splats
Ch 10 Screen-Space Bent Cones
Ch 11 Real-Time Near-Field Global Illumination Based on a Voxel Model
Ch 12Physically-Based Area Lights
Ch 13 High Perforamncce Outdoor Light Scattering Using Epipolart Scattering
Ch 14 Hi-Z Screen Space Cone-Traced Reflections Ch 15 TressFX: Advanced Real-Time Hair Rendering
Ch 16 Wire Antialiassing
Ch 17 Real-Time Lighting via Light Limked List
Ch 18 Deferred Normalized Irradian c e Probes
Ch 19 Volumetric Fog andfd Lighting
Ch 20 Physically-Based Light Probe Generation on GPU
Ch 21 Real-Time Global Illumination Using Slices
Ch 22Clustered Shading: ASssigning Lights Using Conservative Rasterization in DirectX12
Ch 23 Fine Pruned Tiled Lights List
Ch 24 Deferred Attribute Interpolation Shading
Real-Time Volumetric Cloudscapes.
Ch 2 Screen-Space Directional Occlusion
Ch 3 Real-Time Multi-Bounce Ray Tracing with Geometry Imposters
Ch 4 Temporal Screen-Space Ambienty Occlusion
Ch 5 Level-of-Detail and Streaming Optimized Irradiance Normal Mapping
Ch 6 Real-Time One-Bounce Indirect Illumination and Shadows
Ch 7 Real-Time Approximation of Light Transport In Translucent Homogenous Media
Ch 8 Difuse Global Illumination with Temporally Coherent Light Propagation Volumes
Ch 9Ray Traced Approximate Reflectio Using a Grid of Oriented Splats
Ch 10 Screen-Space Bent Cones
Ch 11 Real-Time Near-Field Global Illumination Based on a Voxel Model
Ch 12Physically-Based Area Lights
Ch 13 High Perforamncce Outdoor Light Scattering Using Epipolart Scattering
Ch 14 Hi-Z Screen Space Cone-Traced Reflections Ch 15 TressFX: Advanced Real-Time Hair Rendering
Ch 16 Wire Antialiassing
Ch 17 Real-Time Lighting via Light Limked List
Ch 18 Deferred Normalized Irradian c e Probes
Ch 19 Volumetric Fog andfd Lighting
Ch 20 Physically-Based Light Probe Generation on GPU
Ch 21 Real-Time Global Illumination Using Slices
Ch 22Clustered Shading: ASssigning Lights Using Conservative Rasterization in DirectX12
Ch 23 Fine Pruned Tiled Lights List
Ch 24 Deferred Attribute Interpolation Shading
Real-Time Volumetric Cloudscapes.
Ch 1 Fast, Stencil-Based Multiresolution Splatting for Indirect Illumination
Ch 2 Screen-Space Directional Occlusion
Ch 3 Real-Time Multi-Bounce Ray Tracing with Geometry Imposters
Ch 4 Temporal Screen-Space Ambienty Occlusion
Ch 5 Level-of-Detail and Streaming Optimized Irradiance Normal Mapping
Ch 6 Real-Time One-Bounce Indirect Illumination and Shadows
Ch 7 Real-Time Approximation of Light Transport In Translucent Homogenous Media
Ch 8 Difuse Global Illumination with Temporally Coherent Light Propagation Volumes
Ch 9Ray Traced Approximate Reflectio Using a Grid of Oriented Splats
Ch 10 Screen-Space Bent Cones
Ch 11 Real-Time Near-Field Global Illumination Based on a Voxel Model
Ch 12Physically-Based Area Lights
Ch 13 High Perforamncce Outdoor Light Scattering Using Epipolart Scattering
Ch 14 Hi-Z Screen Space Cone-Traced Reflections Ch 15 TressFX: Advanced Real-Time Hair Rendering
Ch 16 Wire Antialiassing
Ch 17 Real-Time Lighting via Light Limked List
Ch 18 Deferred Normalized Irradian c e Probes
Ch 19 Volumetric Fog andfd Lighting
Ch 20 Physically-Based Light Probe Generation on GPU
Ch 21 Real-Time Global Illumination Using Slices
Ch 22Clustered Shading: ASssigning Lights Using Conservative Rasterization in DirectX12
Ch 23 Fine Pruned Tiled Lights List
Ch 24 Deferred Attribute Interpolation Shading
Real-Time Volumetric Cloudscapes.
Ch 2 Screen-Space Directional Occlusion
Ch 3 Real-Time Multi-Bounce Ray Tracing with Geometry Imposters
Ch 4 Temporal Screen-Space Ambienty Occlusion
Ch 5 Level-of-Detail and Streaming Optimized Irradiance Normal Mapping
Ch 6 Real-Time One-Bounce Indirect Illumination and Shadows
Ch 7 Real-Time Approximation of Light Transport In Translucent Homogenous Media
Ch 8 Difuse Global Illumination with Temporally Coherent Light Propagation Volumes
Ch 9Ray Traced Approximate Reflectio Using a Grid of Oriented Splats
Ch 10 Screen-Space Bent Cones
Ch 11 Real-Time Near-Field Global Illumination Based on a Voxel Model
Ch 12Physically-Based Area Lights
Ch 13 High Perforamncce Outdoor Light Scattering Using Epipolart Scattering
Ch 14 Hi-Z Screen Space Cone-Traced Reflections Ch 15 TressFX: Advanced Real-Time Hair Rendering
Ch 16 Wire Antialiassing
Ch 17 Real-Time Lighting via Light Limked List
Ch 18 Deferred Normalized Irradian c e Probes
Ch 19 Volumetric Fog andfd Lighting
Ch 20 Physically-Based Light Probe Generation on GPU
Ch 21 Real-Time Global Illumination Using Slices
Ch 22Clustered Shading: ASssigning Lights Using Conservative Rasterization in DirectX12
Ch 23 Fine Pruned Tiled Lights List
Ch 24 Deferred Attribute Interpolation Shading
Real-Time Volumetric Cloudscapes.