GPU Pro 5 —— Advanced Rendering Techniques

----- 先进的渲染技术

ISBN: 9781482208634 出版年:2014 页码:524 CRC Press

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内容简介

Rendering Per-Pixel Lists for Single Pass A-Buffer Sylvain Lefebvre, Samuel Hornus, and Anass Lasram Reducing Texture Memory Usage by 2-Channel Color Encoding Krzysztof Kluczek Particle-Based Simulation of Material Aging Tobias Gunther, Kai Rohmer, and Thorsten Grosch Simple Rasterization-Based Liquids Martin Guay Lighting and Shading Physically Based Area Lights Micha Drobot High Performance Outdoor Light Scattering using Epipolar Sampling Egor Yusov Volumetric Light Effects in Killzone Shadow Fall Nathan Vos Hi-Z Screen-Space Cone-Traced Reflections Yasin Uludag TressFX: Advanced Real-Time Hair Rendering Timothy Martin, Wolfgang Engel, Nicolas Thibieroz, Jason Yang, and Jason Lacroix Wire Anti-Aliasing Emil Persson Image Space Screen Space Grass David Pangerl Screen Space Deformable Meshes via CSG with Per-Pixel Linked Lists Joao Raza and Gustavo Nunes Bokeh Effects on the SPU Serge Bernier Mobile Devices Realistic Real-Time Skin Rendering on Mobile Renaldas Zioma and Ole Ciliox Deferred Rendering Techniques on Mobile Devices Ashley Vaughan Smith Bandwidth Efficient Graphics with ARM(R) Mali. GPUs Marius Bjorge Efficient Morph Target Animation using OpenGL ES 3.0 James Lewis Jones Tiled Deferred Blending Ramses Ladlani Adaptive Scalable Texture Compression Stacy Smith Optimizing OpenCL. Kernels for the ARM(R) Mali.-T600 GPUs Johan Gronqvist and Anton Lokhmotov 3D Engine Design Quaternions Revisited Peter Sikachev, Vladimir Egorov, and Sergey Makeev glTF: Designing an Open-Standard Runtime Asset Format Fabrice Robinet, Remi Arnaud, Tony Parisi, and Patrick Cozzi Managing Transformations in Hierarchy Bartosz Chodorowski and Wojciech Sterna Compute Hair Simulation in TressFX Dongsoo Han Object-Order Ray Tracing for Fully Dynamic Scenes Tobias Zirr, Hauke Rehfeld, and Carsten Dachsbacher Quadtrees on the GPU Jonathan Dupuy, Jean-Claude Iehl, and Pierre Poulin Two-Level Constraint Solver and Pipelined Local Batching for Rigid Body Simulation on GPUs Takahiro Harada Non-Separable 2D, 3D, and 4D Filtering with CUDA Anders Eklund and Paul Dufort

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