GPU Pro 4: Advanced Rendering Techniques (Hardcover) (GPU Pro 4:進階渲染技術)
Wolfgang Engel
- 出版商: A K Peters
- 出版日期: 2013-04-26
- 售價: $3,500
- 貴賓價: 9.5 折 $3,325
- 語言: 英文
- 頁數: 382
- 裝訂: Hardcover
- ISBN: 1466567430
- ISBN-13: 9781466567436
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相關分類:
GPU
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商品描述
GPU Pro4: Advanced Rendering Techniques presents ready-to-use ideas and procedures that can help solve many of your day-to-day graphics programming challenges. Focusing on interactive media and games, the book covers up-to-date methods producing real-time graphics.
Section editors Wolfgang Engel, Christopher Oat, Carsten Dachsbacher, Michal Valient, Wessam Bahnassi, and Sebastien St-Laurent 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 begins with discussions on the ability of GPUs to process and generate geometry in exciting ways. It next introduces new shading and global illumination techniques for the latest real-time rendering engines and explains how image space algorithms are becoming a key way to achieve a more realistic and higher quality final image. Moving on to the difficult task of rendering shadows, the book describes the state of the art in real-time shadow maps. It then covers game engine design, including quality, optimization, and high-level architecture. The final section explores approaches that go beyond the normal pixel and triangle scope of GPUs as well as techniques that take advantage of the parallelism of modern graphic processors in a variety of applications.
Useful to beginners and seasoned game and graphics programmers alike, this color book offers practical tips and techniques for creating real-time graphics. Example programs and source code are available for download on the book’s CRC Press web page. The directory structure of the online material closely follows the book structure by using the chapter numbers as the name of the subdirectory.
商品描述(中文翻譯)
《GPU Pro 4: 高級渲染技術》提供了一系列現成的想法和程序,可以幫助解決您日常圖形編程中的許多挑戰。本書專注於互動媒體和遊戲,涵蓋了製作實時圖形的最新方法。
編輯部由Wolfgang Engel、Christopher Oat、Carsten Dachsbacher、Michal Valient、Wessam Bahnassi和Sebastien St-Laurent組成,再次匯集了一系列高品質的先進圖形處理單元(GPU)編程技術。本書分為六個部分,首先討論了GPU以令人興奮的方式處理和生成幾何圖形的能力。接下來介紹了最新實時渲染引擎的新的著色和全局照明技術,並解釋了圖像空間算法如何成為實現更逼真和更高質量最終圖像的關鍵方法。在處理渲染陰影的困難任務時,本書描述了實時陰影圖的最新技術。然後涵蓋了遊戲引擎設計,包括質量、優化和高層架構。最後一部分探討了超越GPU正常像素和三角形範圍的方法,以及在各種應用中利用現代圖形處理器的並行性的技術。
這本彩色書對於初學者和經驗豐富的遊戲和圖形程序員都很有用,提供了創建實時圖形的實用技巧和技術。示例程序和源代碼可在本書的CRC Press網頁上下載。在線材料的目錄結構與書籍結構密切相關,使用章節編號作為子目錄的名稱。