Description

Book Synopsis

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 evo

    Table of Contents

    chapter 1 As Simple as Possible Tessellation for Interactive Applications
    chapter 2 Rule-Based Geometry Synthesis in Real-Time
    chapter 3 GPU-Based NURBS Geometry Evaluation and Rendering
    chapter 4 Polygonal-Functional Hybrids for Computer Animation and Games
    chapter 5 Terrain and Ocean Rendering with Hardware Tessellation
    chapter 6 Practical and Realistic Facial Wrinkles Animation
    chapter 7 Procedural Content Generation
    chapter 8 Vertex Shader Tessellation
    chapter 9 Optimized Stadium Crowd Rendering
    chapter 10 Geometric Antialiasing Methods
    chapter 11 GPU Terrain Subdivision and Tessellation
    chapter 12 Vertex Pulling Rendering Pipeline
    chapter 13 WebGL Globe Renderign Pipeline
    chapter 14 Dynamic GPU Terrain
    chapter 15 Bandwidth Efficient Procedural Meshes in the GPU via Tessellation
    chapter 16 Real-Time Deformation of Subdivision Surfaces on Object Collisions
    chapter 17 Realistic Volumetric Explosions in Games
    chapter 18 Deferred Snow Deformation in Tomb Raider
    chapter 19 Catmull-Clark Subdivision Studies

GPU Pro 360 Guide to Geometry Manipulation

    Product form

    £42.74

    Includes FREE delivery

    RRP £44.99 – you save £2.25 (5%)

    Order before 4pm today for delivery by Wed 8 Jul 2026.

    A Paperback / softback by Wolfgang Engel

    15 in stock

      Trusted by thousands of customers. See 2,385+ Customer Reviews

      View other formats and editions of GPU Pro 360 Guide to Geometry Manipulation by Wolfgang Engel

      Publisher: Taylor & Francis Ltd
      Publication Date: 18/06/2018
      ISBN13: 9781138568242, 978-1138568242
      ISBN10: 1138568244

      Description

      Book Synopsis

      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 evo

        Table of Contents

        chapter 1 As Simple as Possible Tessellation for Interactive Applications
        chapter 2 Rule-Based Geometry Synthesis in Real-Time
        chapter 3 GPU-Based NURBS Geometry Evaluation and Rendering
        chapter 4 Polygonal-Functional Hybrids for Computer Animation and Games
        chapter 5 Terrain and Ocean Rendering with Hardware Tessellation
        chapter 6 Practical and Realistic Facial Wrinkles Animation
        chapter 7 Procedural Content Generation
        chapter 8 Vertex Shader Tessellation
        chapter 9 Optimized Stadium Crowd Rendering
        chapter 10 Geometric Antialiasing Methods
        chapter 11 GPU Terrain Subdivision and Tessellation
        chapter 12 Vertex Pulling Rendering Pipeline
        chapter 13 WebGL Globe Renderign Pipeline
        chapter 14 Dynamic GPU Terrain
        chapter 15 Bandwidth Efficient Procedural Meshes in the GPU via Tessellation
        chapter 16 Real-Time Deformation of Subdivision Surfaces on Object Collisions
        chapter 17 Realistic Volumetric Explosions in Games
        chapter 18 Deferred Snow Deformation in Tomb Raider
        chapter 19 Catmull-Clark Subdivision Studies

      Recently viewed products

      © 2026 Book Curl

        • American Express
        • Apple Pay
        • Diners Club
        • Discover
        • Google Pay
        • Maestro
        • Mastercard
        • PayPal
        • Shop Pay
        • Union Pay
        • Visa

        Login

        Forgot your password?

        Don't have an account yet?
        Create account