• ShaderX7:Advanced Rendering Techniques
  • ShaderX7:Advanced Rendering Techniques
  • ShaderX7:Advanced Rendering Techniques
  • ShaderX7:Advanced Rendering Techniques
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ShaderX7:Advanced Rendering Techniques

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作者Wolfgang Engel 著

出版社Cengage Learning

出版时间2009-03

版次1

装帧精装

货号21df

上书时间2024-05-22

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图书标准信息
  • 作者 Wolfgang Engel 著
  • 出版社 Cengage Learning
  • 出版时间 2009-03
  • 版次 1
  • ISBN 9781584505983
  • 定价 427.10元
  • 装帧 精装
  • 开本 其他
  • 纸张 其他
  • 页数 773页
  • 正文语种 英语
【内容简介】
WelcometoShaderX7:AdvancedRenderingTechniques,thelatestvolumeinthecuttingedge,
indispensableseriesforgameandgraphicsprogrammers.Thisall-newvolumeis
packedwithacollectionofinsightfultechniques,innovativesolutionstocommon
problems,andpracticaltoolsandtricksthatprovideyouwithacompleteshader
programmingtoolbox.Everyarticlewasdevelopedfromtheresearchandexperiences
ofindustryprosandeditedbyshaderexperts,resultinginunbiasedcoverageofall
hardwareanddevelopertools.
ShaderX7providescoverageofthevertexandpixelshadermethodsusedinhigh-end
graphicsandgamedevelopment.Thesestate-of-the-art,ready-to-usesolutionswillhelp
youmeetyourdailyprogrammingchallengesandbringyourgraphicstoanewlevel
ofrealism.Thiscollectionofferstime-savingsolutionstohelpyoubecomemoreefficient
andproductive,andisamust-havereferenceforallshaderprogrammers.
【作者简介】
WolfgangisworkinginRockstar'scoretechnologygroupastheleadgraphicsprogrammer.HeistheeditoroftheShaderXbooks,theauthorofseveralotherbooksandlovestotalkaboutgraphicsprogramming.HeisalsoaMVPDirectXsinceJuly2006andactiveinseveraladvisoryboardsintheindustry.
【目录】
PartI:GeometryManuipulation
1.1ScalartoPolygonal:ExtractingIsosurfacesUsingGeometryShaders
1.2:Fast-HighQualityRenderingwithReal-TimeTessellationonGPUs
1.3:DynamicTerrainRenderingonGPUsUsingReal-TimeTessellation
1.4:AdaptiveRe-MeshingforDisplacementMapping
1.5:FastTessellationofQuadrilateralPatchesforDynamicLevelsofDetails

PartII:RenderingTechniques
2.1:QuickNoiseforGPUs
2.2:EfficientSoftParticles
2.3:SimplifiedHigh-QualityAnti-AliasedLines
2.4:FastSkinShading
2.5:AnEfficientandPhysicallyPlausibleReal-TimeShadingModel
2.6:GraphicsTechniquesinCrackdown
2.7:DeferredRenderingTransparency
2.8:DeferredShadingwithMultisamplingAnti-AliasinginDirectX10
2.9:Light-IndexedDeferredRendering

PartIII:ImageSpace
3.1:EfficientPost-ProcessingwithImportanceSampling
3.2:EfficientReal-TimeMotionBlurforMultipleRigidObjects
3.3Real-TimeImageAbstractionbyDirectedFiltering

PartIV:Shadows
4.1:PracticalCascadedShadowMaps
4.2:AHybridMethodforInteractiveShadowsinHomogeneousMedia
4.3:Real-TimeDynamicShadowsforImage-BasedLighting
4.4:FacettedShadowMappingforLargeDynamicGameEnvironments

PartV:EnironmentalEffects
5.1:DynamicWeatherEffects
5.2:InteractiveHydraulicErosionontheGPU
5.3:AdvancedGeometryforComplexSkyRepresentation

PartVI:GlobalIlluminationEffects
6.1:Screen-SpcaeAmbientOcclusion
6.2:Image-SpaceHorizon-BasedAmbientOcclusion
6.3:DeferredOcclusionfromAnalyticSurfaces
6.4:FastFakeGlobalIllumination
6.5:Real-TimeSubsurfaceScatteringUsingShadowMaps
6.6:InstantRadiositywithGPUPhotontracingandApproxiateIndirectShadows
6.7:VarianceMethodsforScreen-SpaceAmbientOcclusion
6.8:Per-PixelAmbientOcclusionUsingGeometryShaders

PartVII:HandheldDevices
7.1:OptimizingYourFirstOpenGLESApplication
7.2:OptimzedShadersforAdvancedGraphicalUserInterfaces
7.3:FacialAinimationforMobileGPUs
7.4:AugmentedRealityonMobilePhones

PartVIII:3DEngineDesignOverview
8.1:Cross-PlatformRenderingThread:DesignandImpementation
8.2:AdvancedGUISystemforGames
8.3:Game-Engine-FriendlyOcclusionCulling
8.5:DesigningaRendererforMultipleLights;TheLightPre-PassRenderer
8.6:LightPre-PassRenderer:UsingtheCIELuvColorSpace
8.7:ElementalEngineII

PartIX:BeyondPixelsandTriangles
9.1:Slicedgrid:AMemoryandComputatioanllyEfficientDataStructureforParticle-BasedSimulationontheGPU
9.2:Free-ViewpointVideoontheGPU
9.3:AVolueShaderforQuantumVoronoiDiagramsInsidethe3DBlochBall
9.4:PackingArbitraryBitFieldsinto16-BitFloating-PointRenderTargetsinDirectX10
9.5:InteractiveImageMorphingUsingThin-PlateSpline
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