GPU Pro 360 guide to lighting / 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 | xix, 490 pages : illustrations ; 24 cm |
| Supplemental Content | Full text available from Taylor & Francis eBooks |
| Subjects |
| Contents | Global illumination -- Fast, stencil-based multiresolution splatting for indirect illumination -- Screen-space directional occlusion -- Real-time multi-bounce ray-tracing with geometry impostors -- Global illumination effects -- Temporal screen-space ambient occlusion -- Level-of-detail and streaming optimized irradiance normal mapping -- "Real-time one-bounce indirect illumination and shadows using ray tracing" -- "Real-time approximation of light transport in translucent homogenous media" -- "Diffuse global illumination with temporally coherent light propagation volumes" -- "Global illumination effects" -- "Ray-traced approximate reflections using a grid of oriented splats" -- "Screen-space bent cones: a practical approach" section four lighting and shading -- Physically based area lights -- "High performance outdoor light scattering using epipolar sampling" -- "Hi-z screen-space cone-traced reflections" -- "TressFX: advanced real-time hair rendering" -- Wire antialiasing -- Lighting -- "Real-time lighting via light linked list" -- "Deferred normalized irradiance probes" -- Volumetric fog and lighting -- "Physically based light probe generation on GPU" -- "Real-time global illumination using slices" -- Lighting -- "Clustered shading: assigning lights using conservative rasterization in DirectX 12" -- Fine pruned tiled light lists -- "Deferred attribute interpolation shading" -- "Real-time volumetric cloudscapes". |
| Abstract | "This book gathers all the content from the GPU Pro series (Vols 1-7; 2010-2016) into a convenient single source anthology covering 3D engine design in computer graphics. 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 engine-level optimization techniques useful for modern games"-- Provided by publisher. |
| Bibliography note | Includes bibliographical references. |
| Access restriction | Available only to authorized users. |
| Technical details | Mode of access: World Wide Web |
| Genre/form | Electronic books. |
| LCCN | 2018020475 |
| ISBN | 9780815385523 (paperback : acid-free paper) |
| ISBN | 9780815385530 (hardback : acid-free paper) |
| ISBN | (ebook) |
Availability
| Library | Location | Call Number | Status | Item Actions |
|---|---|---|---|---|
| Electronic Resources | Access Content Online | ✔ Available |