ShaderX7:Advanced Rendering Techniques
¥
35
九品
仅1件
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
商品详情
- 品相描述:九品
图书标准信息
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作者
Wolfgang Engel 著
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出版社
Cengage Learning
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出版时间
2009-03
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版次
1
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ISBN
9781584505983
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定价
427.10元
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装帧
精装
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开本
其他
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纸张
其他
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页数
773页
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正文语种
英语
- 【内容简介】
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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】
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WolfgangisworkinginRockstar'scoretechnologygroupastheleadgraphicsprogrammer.HeistheeditoroftheShaderXbooks,theauthorofseveralotherbooksandlovestotalkaboutgraphicsprogramming.HeisalsoaMVPDirectXsinceJuly2006andactiveinseveraladvisoryboardsintheindustry.
- 【目录】
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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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