{"product_id":"gpu-pro-3-9781439887820","title":"GPU PRO 3","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003e\u003cp\u003e\u003cstrong\u003eGPU Pro\u003csup\u003e3\u003c\/sup\u003e\u003c\/strong\u003e, 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.\u003c\/p\u003e\u003cp\u003eSection editors Wolfgang Engel, Christopher Oat, Carsten Dachsbacher, Wessam Bahnassi, and Sebastien St-Laurent have once again brought together a high-quality collection of cutting-edge techniques for advanced GPU programming. With contributions by more than 50 experts, \u003cstrong\u003eGPU Pro\u003csup\u003e3\u003c\/sup\u003e: Advanced Rendering Techniques\u003c\/strong\u003e covers battle-tested tips and tricks for creating interesting geometry, realistic shading, real-time global illumination, and high-quality shadows, for optimizing 3D engines, and for taking advantage of the advanced power of the GPGPU.\u003c\/p\u003e\u003cp\u003e\u003c\/p\u003e\u003cp\u003eSample programs and source code are available for download on the book''s CRC Press web page.\u003c\/p\u003e\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTrade Review\u003c\/b\u003e\u003cbr\u003e\u003cp\u003e\u003cstrong\u003eGPU Pro3\u003c\/strong\u003e is a guide to high-end computer graphics for video games and computer animation. Discussing the latest advancements in technology and graphical artistry, taken from fifty of the industry’s best, it covers tips on creating interesting geometry, shading, illumination shadows, optimizing 3D engines, and much more. \u003cstrong\u003eGPU Pro3\u003c\/strong\u003e is presented with full-color photos of graphical examples, charts, indexes, glossaries, and much more, making it an ideal addition to community and college collections catering to technology and artistic design.\u003cbr\u003e—\u003cem\u003eWisconsin Bookwatch\u003c\/em\u003e, April 2012\u003c\/p\u003e\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTable of Contents\u003c\/b\u003e\u003cbr\u003e\u003cp\u003e\u003cstrong\u003eGeometry Manipulation\u003c\/strong\u003e. Vertex Shader Tesselation. Real-time Deformable Terrain Rendering. Optimized Stadium Crowd Rendering. Geometric Anti-Aliasing Methods. \u003cstrong\u003eRendering.\u003c\/strong\u003e Practical Elliptical Texture Filtering. An Approximation to the Chapman Grazing-Incidence Function for Atmospheric Scattering. Volumetric Real-Time Water and Foam Rendering. CryENGINE 3. \u003cstrong\u003eGlobal Illumination Effects. R\u003c\/strong\u003eay-traced Approximate Reflections Using a Grid of Oriented Splats. Screen-space Bent Cones: A Practical Approach. Real-time Near-ﬁeld Global Illumination based on a Voxel Model. \u003cstrong\u003eShadows. \u003c\/strong\u003eEfficient Online Visibility for Shadow Maps. Depth Rejected Gobo Shadows. \u003cstrong\u003eHandheld Devices. \u003c\/strong\u003eInexpensive Anti-Aliasing of Simple Objects. Programming the XPERIA Play GPU. \u003cstrong\u003e3D Engine Design.\u003c\/strong\u003e Z3 Culling. Quaternion-based rendering pipeline. Implementing a Directionally Adaptive Edge AA Filter using DirectX 11. Designing a Data-Driven Renderer. \u003cstrong\u003eGPGPU.\u003c\/strong\u003e Volumetric transparency with Per-Pixel Fragment Lists\". Practical Binary Surface and Solid Voxelization with Direct3D 11. Interactive Ray Tracing Using the Compute Shader in DirectX 11. Contributors.\u003c\/p\u003e","brand":"Taylor \u0026 Francis Inc","offers":[{"title":"Default Title","offer_id":53515742347607,"sku":"9781439887820","price":123.5,"currency_code":"GBP","in_stock":true}],"url":"https:\/\/bookcurl.com\/products\/gpu-pro-3-9781439887820","provider":"Book Curl","version":"1.0","type":"link"}