In GPU Pro5 Advanced Rendering Techniques, section editors
Wolfgang Engel, Christopher Oat, Carsten Dachsbacher, Michal
Valient, Wessam Bahnassi, and Marius Bjorge 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 covers rendering, lighting,
effects in image space, mobile devices, 3D engine design, and
compute. It explores rasterization of liquids, ray tracing of art
assets that would otherwise be used in a rasterized engine,
physically based area lights, volumetric light effects,
screen-space grass, the usage of quaternions, and a quadtree
implementation on the GPU. It also addresses the latest
developments in deferred lighting on mobile devices, OpenCL
optimizations for mobile devices, morph targets, and tiled deferred
blending methods.
In color throughout, GPU Pro5 is the only book that incorporates
contributions from more than 50 experts who cover the latest
developments in graphics programming for games and movies. It
presents ready-to-use ideas and procedures that can help solve many
of your daily graphics programming challenges. Example programs
with source code are provided on the book s CRC Press web
page."
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