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GPU-BASED TECHNIQUES FOR GLOBAL ILLUMINATION EFFECTS(Part3)下载
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2019-05-14 11:30:18
GPU-BASED TECHNIQUES FOR GLOBAL ILLUMINATION EFFECTS(Part3)
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GPU-BASED TECHNIQUES FOR GLOBAL ILLUMINATION EFFECTS(Part3)下载
GPU-BASED TECHNIQUES FOR GLOBAL ILLUMINATION EFFECTS(Part3) 相关下载链接://download.csdn.net/download/hzy5000/2207536?utm_source=bbsseo
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GPU
-
BASED
TECHNIQUES
FOR
GLOBAL
ILLU
MINA
T
ION
EFFECTS
(
Part3
)
GPU
-
BASED
TECHNIQUES
FOR
GLOBAL
ILLU
MINA
T
ION
EFFECTS
(
Part3
)
GPU
-
BASED
TECHNIQUES
FOR
GLOBAL
ILLU
MINA
T
ION
EFFECTS
(Part2)
GPU
-
BASED
TECHNIQUES
FOR
GLOBAL
ILLU
MINA
T
ION
EFFECTS
(Part2)
GPU
-
BASED
TECHNIQUES
FOR
GLOBAL
ILLU
MINA
T
ION
EFFECTS
(Part1)
This book presents
techniques
to render photo-realistic images by programming the Graphics Processing Unit (
GPU
). We discuss
effects
such as mirror reflect
ion
s, refract
ion
s, caustics, diffuse or glossy indirect
illu
mina
t
ion
, radiosity, single or multiple scattering in participating media, tone reproduct
ion
, glow, and depth of field. The book targets game developers, graphics programmers, and also students with some basic understanding of computer graphics algorithms, rendering APIs like Direct3D or OpenGL, and shader programming. In order to make the book self-contained, the most important concepts of local
illu
mina
t
ion
and
global
illu
mina
t
ion
rendering, graphics hardware, and Direct3D/HLSL programming are reviewed in the first chapters. After these introductory chapters we warm up with simple methods including shadow and environment mapping, then we move on toward advanced concepts aiming at
global
illu
mina
t
ion
rendering. Since it would have been impossible to give a rigorous review of all approaches proposed in this field, we go into the details of just a few methods solving each particular
global
illu
mina
t
ion
effect. However, a short discuss
ion
of the state of the art and links to the bibliography are also provided to refer the interested reader to
techniques
that are not detailed in this book. The implementat
ion
of the selected methods is also presented in HLSL, and we discuss their observed performance, merits, and disadvantages. In the last chapter, we also review how these
techniques
can be integrated in an advanced game engine and present case studies of their exploitat
ion
in games. Having gone through this book, the reader will have an overview of the state of the art, will be able to apply and improve these
techniques
, and most importantly, will be capable of developing brand new
GPU
algorithms.
GPU
.Pro.6.Advanced.Rendering.
Techniques
.148226461
The latest edit
ion
of this bestselling game development reference offers proven tips and
techniques
for the real-time rendering of special
effects
and visualizat
ion
data that are useful for beginners and seasoned game and graphics programmers alike. Exploring recent developments in the rapidly evolving field of real-time rendering,
GPU
Pro6: Advanced Rendering
Techniques
assembles a high-quality collect
ion
of cutting-edge
techniques
for advanced graphics processing unit (
GPU
) programming. It incorporates contribut
ion
s from more than 45 experts who cover the latest developments in graphics programming for games and movies. The book covers advanced rendering
techniques
that run on the DirectX or OpenGL runtimes, as well as on any other runtime with any language available. It details the specific challenges involved in creating games across the most common consumer software platforms such as PCs, video consoles, and mobile devices. The book includes coverage of geometry manipulat
ion
; rendering
techniques
, handheld devices programming,
effects
in image space, shadows, 3D engine design, graphics-related tools, and environmental
effects
. It also includes a dedicated sect
ion
on general purpose
GPU
programming that covers CUDA, DirectCompute, and OpenCL examples. In color throughout,
GPU
Pro6 presents ready-to-use ideas and procedures that can help solve many of your daily graphics programming challenges. Example programs with downloadable source code are also provided on the book’s CRC Press web page. Table of Contents Part I: Geometry Manipulat
ion
Chapter I-1: Dynamic
GPU
Terrain Chapter I-2: Bandwidth-Efficient Procedural Meshes in the
GPU
via Tessellat
ion
Chapter I-3: Real-Time Deformat
ion
of Subdivis
ion
Surfaces on Object Collis
ion
s Chapter I-4: Realistic Volumetric Explos
ion
s in Games Part II: Rendering Chapter II-1: Next-Generat
ion
Rendering in Thief Chapter II-2: Grass Rendering and Simulat
ion
with LOD Chapter II-3: Hybrid Reconstruct
ion
Antialiasing Chapter I
GPU
Ray Tracing in Unity – Part 1
http://blog.three-eyed-games.com/2018/05/03/
gpu
-ray-tracing-in-unity-part-1/ These are truly exciting times for ray tracing. Latest advances like AI-accelerated denoising, Microsoft announcing native ...
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