GPU Pro 4: Advanced Rendering Techniques (Hardcover)
暫譯: GPU Pro 4:進階渲染技術 (精裝版)
Wolfgang Engel
- 出版商: A K Peters
- 出版日期: 2013-04-26
- 售價: $3,500
- 貴賓價: 9.5 折 $3,325
- 語言: 英文
- 頁數: 382
- 裝訂: Hardcover
- ISBN: 1466567430
- ISBN-13: 9781466567436
-
相關分類:
GPU
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商品描述
GPU Pro4: Advanced Rendering Techniques presents ready-to-use ideas and procedures that can help solve many of your day-to-day graphics programming challenges. Focusing on interactive media and games, the book covers up-to-date methods producing real-time graphics.
Section editors Wolfgang Engel, Christopher Oat, Carsten Dachsbacher, Michal Valient, Wessam Bahnassi, and Sebastien St-Laurent have once again assembled a high-quality collection of cutting-edge techniques for advanced graphics processing unit (GPU) programming. Divided into six sections, the book begins with discussions on the ability of GPUs to process and generate geometry in exciting ways. It next introduces new shading and global illumination techniques for the latest real-time rendering engines and explains how image space algorithms are becoming a key way to achieve a more realistic and higher quality final image. Moving on to the difficult task of rendering shadows, the book describes the state of the art in real-time shadow maps. It then covers game engine design, including quality, optimization, and high-level architecture. The final section explores approaches that go beyond the normal pixel and triangle scope of GPUs as well as techniques that take advantage of the parallelism of modern graphic processors in a variety of applications.
Useful to beginners and seasoned game and graphics programmers alike, this color book offers practical tips and techniques for creating real-time graphics. Example programs and source code are available for download on the book’s CRC Press web page. The directory structure of the online material closely follows the book structure by using the chapter numbers as the name of the subdirectory.
商品描述(中文翻譯)
《GPU Pro4: 進階渲染技術》提供了可立即使用的想法和程序,幫助解決您日常圖形編程中的許多挑戰。該書專注於互動媒體和遊戲,涵蓋了最新的實時圖形生成方法。
本書的部分編輯 Wolfgang Engel、Christopher Oat、Carsten Dachsbacher、Michal Valient、Wessam Bahnassi 和 Sebastien St-Laurent 再次匯集了一系列高品質的尖端技術,專注於進階圖形處理單元(GPU)編程。全書分為六個部分,首先討論了 GPU 在處理和生成幾何圖形方面的能力。接著介紹了最新實時渲染引擎的新陰影和全局照明技術,並解釋了圖像空間算法如何成為實現更真實和更高質量最終圖像的關鍵方法。隨後,書中描述了實時陰影圖的最新技術,這是渲染陰影的艱難任務。接下來涵蓋了遊戲引擎設計,包括質量、優化和高層架構。最後一部分探討了超越普通像素和三角形範疇的 GPU 方法,以及在各種應用中利用現代圖形處理器的並行性技術。
這本彩色書籍對於初學者和經驗豐富的遊戲及圖形程序員都非常有用,提供了創建實時圖形的實用技巧和技術。示例程序和源代碼可在本書的 CRC Press 網頁上下載。線上材料的目錄結構緊密遵循書籍結構,使用章節編號作為子目錄的名稱。
