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EBookClubs

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Book GPU Pro 360 Guide to Rendering

Download or read book GPU Pro 360 Guide to Rendering written by Wolfgang Engel and published by CRC Press. This book was released on 2018-04-27 with total page 589 pages. Available in PDF, EPUB and Kindle. Book excerpt: Wolfgang Engel’s GPU Pro 360 Guide to Rendering gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology that covers real-time rendering. This volume is complete with 32 articles by leading programmers that focus on the ability of graphics processing units to process and generate rendering in exciting ways. GPU Pro 360 Guide to Rendering is comprised of ready-to-use ideas and efficient procedures that can help solve many rendering programming challenges that may arise. Key Features: Presents tips and tricks on real-time rendering of special effects and visualization data on common consumer software platforms such as PCs, video consoles, and mobile devices Covers specific challenges involved in creating games on various platforms Explores the latest developments in the rapidly evolving field of real-time rendering Takes a practical approach that helps graphics programmers solve their daily challenges

Book The Cg Tutorial

    Book Details:
  • Author : Randima Fernando
  • Publisher : Addison-Wesley Professional
  • Release : 2003
  • ISBN : 9780321194961
  • Pages : 402 pages

Download or read book The Cg Tutorial written by Randima Fernando and published by Addison-Wesley Professional. This book was released on 2003 with total page 402 pages. Available in PDF, EPUB and Kindle. Book excerpt: Cg is a complete programming environment for the fast creation of special effects and real-time cinematic quality experiences on multiple platforms. This text provides a guide to the Cg graphics language.

Book GPU Pro 360 Guide to Geometry Manipulation

Download or read book GPU Pro 360 Guide to Geometry Manipulation written by Wolfgang Engel and published by CRC Press. This book was released on 2018-04-17 with total page 389 pages. Available in PDF, EPUB and Kindle. Book excerpt: Wolfgang Engel’s GPU Pro 360 Guide to Geometry Manipulation gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology that covers geometry manipulation in computer graphics. This volume is complete with 19 articles by leading programmers that focus on the ability of graphics processing units to process and generate geometry in exciting ways. GPU Pro 360 Guide to Geometry Manipulation is comprised of ready-to-use ideas and efficient procedures that can help solve many computer graphics programming challenges that may arise. Key Features: Presents tips and tricks on real-time rendering of special effects and visualization data on common consumer software platforms such as PCs, video consoles, mobile devices Covers specific challenges involved in creating games on various platforms Explores the latest developments in the rapidly evolving field of real-time rendering Takes a practical approach that helps graphics programmers solve their daily challenges

Book GPU Gems 2

    Book Details:
  • Author : Matt Pharr
  • Publisher : Addison-Wesley Professional
  • Release : 2005
  • ISBN : 9780321335593
  • Pages : 814 pages

Download or read book GPU Gems 2 written by Matt Pharr and published by Addison-Wesley Professional. This book was released on 2005 with total page 814 pages. Available in PDF, EPUB and Kindle. Book excerpt: More useful techniques, tips, and tricks for harnessing the power of the new generation of powerful GPUs.

Book GPU Pro 4

    Book Details:
  • Author : Wolfgang Engel
  • Publisher : CRC Press
  • Release : 2013-04-26
  • ISBN : 1466567449
  • Pages : 384 pages

Download or read book GPU Pro 4 written by Wolfgang Engel and published by CRC Press. This book was released on 2013-04-26 with total page 384 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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 for producing real-time graphics.Section editors Wolfgang Engel, Christopher Oat, Carsten Dachsbacher, Michal Vali

Book GPU Pro 6

    Book Details:
  • Author : Wolfgang Engel
  • Publisher : CRC Press
  • Release : 2015-07-28
  • ISBN : 1482264625
  • Pages : 574 pages

Download or read book GPU Pro 6 written by Wolfgang Engel and published by CRC Press. This book was released on 2015-07-28 with total page 574 pages. Available in PDF, EPUB and Kindle. Book excerpt: The latest edition of this bestselling game development reference offers proven tips and techniques for the real-time rendering of special effects and visualization data that are useful for beginners and seasoned game and graphics programmers alike.Exploring recent developments in the rapidly evolving field of real-time rendering, GPU Pro6: Advance

Book Ray Tracing Gems

    Book Details:
  • Author : Eric Haines
  • Publisher : Apress
  • Release : 2019-02-25
  • ISBN : 1484244273
  • Pages : 622 pages

Download or read book Ray Tracing Gems written by Eric Haines and published by Apress. This book was released on 2019-02-25 with total page 622 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is a must-have for anyone serious about rendering in real time. With the announcement of new ray tracing APIs and hardware to support them, developers can easily create real-time applications with ray tracing as a core component. As ray tracing on the GPU becomes faster, it will play a more central role in real-time rendering. Ray Tracing Gems provides key building blocks for developers of games, architectural applications, visualizations, and more. Experts in rendering share their knowledge by explaining everything from nitty-gritty techniques that will improve any ray tracer to mastery of the new capabilities of current and future hardware. What you'll learn: The latest ray tracing techniques for developing real-time applications in multiple domains Guidance, advice, and best practices for rendering applications with Microsoft DirectX Raytracing (DXR) How to implement high-performance graphics for interactive visualizations, games, simulations, and more Who this book is for:Developers who are looking to leverage the latest APIs and GPU technology for real-time rendering and ray tracing Students looking to learn about best practices in these areas Enthusiasts who want to understand and experiment with their new GPUs

Book GPU Pro 2

    Book Details:
  • Author : Wolfgang Engel
  • Publisher : CRC Press
  • Release : 2016-04-19
  • ISBN : 1439865604
  • Pages : 500 pages

Download or read book GPU Pro 2 written by Wolfgang Engel and published by CRC Press. This book was released on 2016-04-19 with total page 500 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book focuses on advanced rendering techniques that run on the DirectX and/or OpenGL run-time with any shader language available. It includes articles on the latest and greatest techniques in real-time rendering, including MLAA, adaptive volumetric shadow maps, light propagation volumes, wrinkle animations, and much more. The book emphasizes te

Book GPU Pro 5

    Book Details:
  • Author : Wolfgang Engel
  • Publisher : CRC Press
  • Release : 2014-05-20
  • ISBN : 1482208644
  • Pages : 524 pages

Download or read book GPU Pro 5 written by Wolfgang Engel and published by CRC Press. This book was released on 2014-05-20 with total page 524 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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 render

Book Real Time Volume Graphics

Download or read book Real Time Volume Graphics written by Klaus Engel and published by CRC Press. This book was released on 2006-07-21 with total page 515 pages. Available in PDF, EPUB and Kindle. Book excerpt: Based on course notes of SIGGRAPH course teaching techniques for real-time rendering of volumetric data and effects; covers both applications in scientific visualization and real-time rendering. Starts with the basics (texture-based ray casting) and then improves and expands the algorithms incrementally. Book includes source code, algorithms, diagr

Book Proceedings of the International Conference on Information Engineering and Applications  IEA  2012

Download or read book Proceedings of the International Conference on Information Engineering and Applications IEA 2012 written by Zhicai Zhong and published by Springer Science & Business Media. This book was released on 2013-04-09 with total page 794 pages. Available in PDF, EPUB and Kindle. Book excerpt: Information engineering and applications is the field of study concerned with constructing information computing, intelligent systems, mathematical models, numerical solution techniques, and using computers and other electronic devices to analyze and solve natural scientific, social scientific and engineering problems. Information engineering is an important underpinning for techniques used in information and computational science and there are many unresolved problems worth studying. The Proceedings of the 2nd International Conference on Information Engineering and Applications (IEA 2012), which was held in Chongqing, China, from October 26-28, 2012, discusses the most innovative research and developments including technical challenges and social, legal, political, and economic issues. A forum for engineers and scientists in academia, industry, and government, the Proceedings of the 2nd International Conference on Information Engineering and Applications presents ideas, results, works in progress, and experience in all aspects of information engineering and applications.

Book GPU Pro 360 Guide to Lighting

Download or read book GPU Pro 360 Guide to Lighting written by Wolfgang Engel and published by CRC Press. This book was released on 2018-12-07 with total page 490 pages. Available in PDF, EPUB and Kindle. Book excerpt: Wolfgang Engel’s GPU Pro 360 Guide to Lighting gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology on lighting. This volume is complete with 24 articles by leading programmers that describes rendering techniques of global illumination effects suited for direct rendering applications in real time. GPU Pro 360 Guide to Lighting is comprised of ready-to-use ideas and efficient procedures that can help solve many computer graphics programming challenges that may arise. Key Features: Presents tips and tricks on real-time rendering of special effects and visualization data on common consumer software platforms such as PCs, video consoles, and mobile devices Covers specific challenges involved in creating games on various platforms Explores the latest developments in the rapidly evolving field of real-time rendering Takes a practical approach that helps graphics programmers solve their daily challenges

Book Texturing   Modeling

Download or read book Texturing Modeling written by David S. Ebert and published by Morgan Kaufmann. This book was released on 2003 with total page 714 pages. Available in PDF, EPUB and Kindle. Book excerpt: The third edition of this classic tutorial and reference on procedural texturing and modeling is thoroughly updated to meet the needs of today's 3D graphics professionals and students. New for this edition are chapters devoted to real-time issues, cellular texturing, geometric instancing, hardware acceleration, futuristic environments, and virtual universes. In addition, the familiar authoritative chapters on which readers have come to rely contain all-new material covering L-systems, particle systems, scene graphs, spot geometry, bump mapping, cloud modeling, and noise improvements. There are many new spectacular color images to enjoy, especially in this edition's full-color format. As in the previous editions, the authors, who are the creators of the methods they discuss, provide extensive, practical explanations of widely accepted techniques as well as insights into designing new ones. New to the third edition are chapters by two well-known contributors: Bill Mark of NVIDIA and John Hart of the University of Illinois at Urbana-Champaign on state-of-the-art topics not covered in former editions. An accompanying Web site (www.texturingandmodeling.com) contains all of the book's sample code in C code segments (all updated to the ANSI C Standard) or in RenderMan shading language, plus files of many magnificent full-color illustrations. No other book on the market contains the breadth of theoretical and practical information necessary for applying procedural methods. More than ever, Texturing & Modeling remains the chosen resource for professionals and advanced students in computer graphics and animation. *New chapters on: procedural real-time shading by Bill Mark, procedural geometric instancing and real-time solid texturing by John Hart, hardware acceleration strategies by David Ebert, cellular texturing by Steven Worley, and procedural planets and virtual universes by Ken Musgrave. *New material on Perlin Noise by Ken Perlin. *Printed in full color throughout. *Companion Web site contains revised sample code and dozens of images.

Book Real Time Graphics

Download or read book Real Time Graphics written by and published by . This book was released on 2001 with total page 262 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book GPU PRO 3

    Book Details:
  • Author : Wolfgang Engel
  • Publisher : CRC Press
  • Release : 2012-02-21
  • ISBN : 1439887942
  • Pages : 404 pages

Download or read book GPU PRO 3 written by Wolfgang Engel and published by CRC Press. This book was released on 2012-02-21 with total page 404 pages. Available in PDF, EPUB and Kindle. Book excerpt: GPU Pro3, the third volume in the GPU Pro book series, offers practical tips and techniques for creating real-time graphics that are useful to beginners and seasoned game and graphics programmers alike.Section editors Wolfgang Engel, Christopher Oat, Carsten Dachsbacher, Wessam Bahnassi, and Sebastien St-Laurent have once again brought together a h

Book Real Time Rendering

    Book Details:
  • Author : Tomas Akenine-Möller
  • Publisher : CRC Press
  • Release : 2019-01-18
  • ISBN : 1315362007
  • Pages : 1046 pages

Download or read book Real Time Rendering written by Tomas Akenine-Möller and published by CRC Press. This book was released on 2019-01-18 with total page 1046 pages. Available in PDF, EPUB and Kindle. Book excerpt: Thoroughly revised, this third edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used in games and other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style. The authors have made the figures used in the book available for download for fair use.:Download Figures. Reviews Rendering has been a required reference for professional graphics practitioners for nearly a decade. This latest edition is as relevant as ever, covering topics from essential mathematical foundations to advanced techniques used by today’s cutting edge games. -- Gabe Newell, President, Valve, May 2008 Rendering ... has been completely revised and revamped for its updated third edition, which focuses on modern techniques used to generate three-dimensional images in a fraction of the time old processes took. From practical rendering for games to math and details for better interactive applications, it's not to be missed. -- The Bookwatch, November 2008 You'll get brilliantly lucid explanations of concepts like vertex morphing and variance shadow mapping—as well as a new respect for the incredible craftsmanship that goes into today's PC games. -- Logan Decker, PC Gamer Magazine , February 2009

Book Entertainment Computing   ICEC 2007

Download or read book Entertainment Computing ICEC 2007 written by Lizhuang Ma and published by Springer. This book was released on 2007-08-26 with total page 506 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 6th International Conference on Entertainment Computing, ICEC 2007. The papers are organized in topical sections on augmented, virtual and mixed reality, computer games, image processing, mesh and modeling, digital storytelling and interactive systems, sound, music and creative environments, video processing, rendering, computer animation and networks, game based interfaces, as well as robots and cyber pets.