GPU pro 360 guide to 3D engine design / edited by Wolfgang Engel.
| Other author | Engel, Wolfgang F. |
| Format | Electronic |
| Edition | First edition. |
| Publication Info | Boca Raton : CRC Press, Taylor & Francis Group, [2019] |
| Description | xvii, 370 pages : illustrations ; 24 cm |
| Supplemental Content | Full text available from Taylor & Francis eBooks |
| Subjects |
| Contents | "Multi-fragment effects on the GPU using bucket sort" -- "Parallelized light pre-pass rendering with the cell broadband engine" -- "3D engine design" -- "Practical, dynamic visibility for games" -- "Shader amortization using pixel quad message passing" -- "A rendering pipeline for real-time crowds" -- 3D engine design -- Z3 culling -- "A quaternion-based rendering pipeline" -- "Implementing a directionally adaptive edge AA filter using DirectX 11" -- Designing a data-driven renderer -- Game engine design -- "An aspect-based engine architecture" -- "Kinect programming with Direct3D 11" -- "A pipeline for authored structural damage" -- 3D engine design -- Quaternions revisited -- "Gltf: designing an open-standard runtime asset format" -- "Managing transformations in hierarchy" -- 3D engine design -- "Block-wise linear binary grids for fast ray-casting operations" -- "Semantic-based shader generation using shader shaker" -- "Angle: bringing OpenGL ES to the desktop" -- 3D engine design -- Interactive cinematic particles -- "Real-time BC6H compression on GPU" -- "A 3D visualization tool used for test automation in the forza series" -- "Semi-static load balancing for low-latency ray tracing on heterogeneous multiple GPUs". |
| Abstract | This book gathers all the content from the GPU Pro series (Vols 1-7; 2010-2016) into a convenient single source anthology covering general compute functionality in computer graphics. It covers ready-to-use ideas and procedures that can help solve many computer graphics programming challenges. The19 articles by leading programmers contained in this volume focus on techniques that include going beyond the normal pixel and triangle scope of GPUs and take advantage of the parallelism of modern graphic processors to accomplish such tasks-- Provided by publisher. |
| Bibliography note | Includes bibliographical references and index. |
| Access restriction | Available only to authorized users. |
| Technical details | Mode of access: World Wide Web |
| Genre/form | Electronic books. |
| LCCN | 2018020471 |
| ISBN | 9780815390756 (paperback : acid-free paper) |
| ISBN | 9780815390794 (hardback : acid-free paper) |
| ISBN | (ebook) |
Availability
| Library | Location | Call Number | Status | Item Actions |
|---|---|---|---|---|
| Electronic Resources | Access Content Online | ✔ Available |