Language:
繁體中文
English
日文
說明(常見問題)
南開科技大學
圖書館首頁
編目中圖書申請
登入
回首頁
切換:
標籤
|
MARC模式
|
ISBD
GPU pro 360 guide to lighting /
紀錄類型:
書目-語言資料,印刷品 : 單行本
正題名/作者:
GPU pro 360 guide to lighting // edited by Wolfgang Engel.
其他作者:
Engel, Wolfgang F.
出版者:
Boca Raton, FL :CRC Press/Taylor & Francis Group,c2019.
面頁冊數:
xix, 490 p. :ill. (chiefly col.) ;24 cm.
附註:
"An A K Peters book."
標題:
Computer graphics. -
ISBN:
9780815385523 (pbk.) :
ISBN:
9780815385530 (bound)
GPU pro 360 guide to lighting /
GPU pro 360 guide to lighting /
edited by Wolfgang Engel. - Boca Raton, FL :CRC Press/Taylor & Francis Group,c2019. - xix, 490 p. :ill. (chiefly col.) ;24 cm.
"An A K Peters book."
Includes bibliographical references.
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".
"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"--
ISBN: 9780815385523 (pbk.) :NT1192
LCCN: 2018020475Subjects--Topical Terms:
146911
Computer graphics.
LC Class. No.: T385 / .G68884 2018
Dewey Class. No.: 006.6
GPU pro 360 guide to lighting /
LDR
:02536cam a2200229 a 4500
001
1000097436
005
20190722101530.0
008
180430s2019 flua b 000 0 eng
010
$a
2018020475
020
$a
9780815385523 (pbk.) :
$c
NT1192
020
$a
9780815385530 (bound)
035
$a
20476437
040
$a
DLC
$b
eng
$c
DLC
042
$a
pcc
050
0 0
$a
T385
$b
.G68884 2018
082
0 0
$a
006.6
$2
23
245
0 0
$a
GPU pro 360 guide to lighting /
$c
edited by Wolfgang Engel.
260
#
$a
Boca Raton, FL :
$b
CRC Press/Taylor & Francis Group,
$c
c2019.
300
$a
xix, 490 p. :
$b
ill. (chiefly col.) ;
$c
24 cm.
500
$a
"An A K Peters book."
504
$a
Includes bibliographical references.
505
0 #
$a
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".
520
#
$a
"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"--
$c
Provided by publisher.
650
# 0
$a
Computer graphics.
$3
146911
650
# 0
$a
Graphics processing units
$x
Programming.
$3
1000121778
650
# 0
$a
Light
$x
Computer simulation.
$3
1000121779
700
1 #
$a
Engel, Wolfgang F.
$3
157565
館藏地:
全部
六樓西文書庫 (6th Floor-Western Books)
出版年:
卷號:
館藏
此限制條件找不到符合的館藏,請您更換限制條件。
建立或儲存個人書籤
書目轉出
取書館別
處理中
...
變更密碼
登入