Ulteriori informazioni
Zusatztext Any professional programmer in the field will find something of interest in this volume. I'm thrilled to see that this collection is in color-it's about time! A wide range of topics are covered! from global illumination to image processing to mobile devices. I particularly like the fact that the book doesn't go the scholarly researcher route; the articles are written in a straightforward way to help with implementation of the idea! and code is often provided.-Eric Haines! February 2010! co-author of Real-Time RenderingI recently started reading GPU Pro and it is outstanding! I love the full color and syntax highlighting!-Patrick Cozzi! Virtual Globe and Terrain Rendering blog! June 2010 Informationen zum Autor Wolfgang Engel is the CTO & Co-Founder of Confetti Special Effects Inc. He worked for more than four years in Rockstar's core technology group as the lead graphics programmer. He is the editor of the ShaderX books, the author of several other books, and loves to talk about graphics programming. He is also a MVP DirectX since July 2006 and is active in several advisory boards in the industry. Klappentext This new book series covers essential tools and techniques for programming the graphics processing unit. Brought to you by Wolfgang Engel and the same team of editors who made the ShaderX series a success! this volume covers advanced rendering techniques! engine design! GPGPU techniques! related mathematical techniques! and game postmortems. A special emphasis is placed on handheld programming to account for the increased importance of graphics on mobile devices! especially the iPhone and iPod touch.Example programs and source code can be downloaded here. Zusammenfassung This book covers essential tools and techniques for programming the graphics processing unit. Brought to you by Wolfgang Engel and the same team of editors who made the ShaderX series a success! this volume covers advanced rendering techniques! engine design! GPGPU techniques! related mathematical techniques! and game postmortems. A special emphasis is placed on handheld programming to account for the increased importance of graphics on mobile devices! especially the iPhone and iPod touch.Example programs and source code can be downloadedfrom the book's CRC Press web page. Inhaltsverzeichnis MATHEMATICS! Sam MartinGPU Color Quantization! Chi Sing Leung! Tze-Vui Ho! and Vi XiaoVisualize Your Shadow Map Techniques! Fan Zhang! Chong Zhao! and Adrian EgliGEOMETRY MANIPULATION! Natalya TatarchukAs Simple as Possible Tessellation for Interactive Applications! Tamy BoubekeurRule-Based Geometry Synthesis in Real-Time! Milan Magdics and Gergely KlarGPU-Based NURBS Geometry Evaluation and Rendering! Graham HemingwayPolygonal-Functional Hybrids for Computer Animation and Games! D. Kravtsov! O. Fryazinov! V. Adzhiev! A. Pasko! and P. ComninosRENDERING TECHNIQUES! Wessam BahnassiQuadtree Displacement Mapping with Height Blending! Michal DrobotNPR Effects Using the Geometry Shader! Pedro Hermosilla and Pere-Pau VazquezAlpha Blending as a Post-Process! Benjamin HathawayVirtual Texture Mapping! Matthaus G. Chajdas! Christian Eisenacher! Marc Stamminger! and Sylvain LefebvreGLOBAL ILLUMINATION! Carsten DachsbacherFast! Stencil-Based Multiresolution Splatting for Indirect Illumination! Chris Wyman! Greg Nichols! and Jeremy ShopfScreen-Space Directional Occlusion! Thorsten Grosch and Tobias RitschelReal-Time Multi-Bounce Ray-Tracing with Geometry Impostors! Peter Dancsik and Laszlo SzecsiIMAGE SPACE! Christopher OatAnisotropic Kuwahara Filtering on the GPU! Jan Eric Kyprianidis! Henry Kang! and Jiirgen DollnerEdge Anti-Aliasing by Post-Processing! Hugh MalanEnvironment Mapping with Floyd-Steinberg Halftoning! Laszlo Szirmay-Kalos! Laszlo Szecsi! and Anton PenzovHierarchical Item Buffers for Granular Occlusion Culling! Thomas Engelhardt and Carsten DachsbacherR...