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ShaderX4: Advanced Rendering Techniques



Rok: 2006
ISBN: 9781584504252
NKP-CNB: boa001-muni.000530030
OKCZID: 110031818

Citace (dle ČSN ISO 690):
ENGEL, Wolfgang F., ed. ShaderX⁴: advanced rendering techniques. Hingham: Charles River Media, c2006. xxviii, 575 s.

Hodnocení: 4.5 / 5 (6 hlasů)


Anotace

 

The ShaderX series provides a complete toolbox of cutting-edge advanced graphics hardware and software techniques for all levels of graphics programmers, from novices to graphics gurus. With the increasing pixel shader power of current graphics cards, techniques that were once done on the CPU or simply avoided due to their expense are now possible, and this latest volume of the ShaderX series is filled with articles that provide methods for performing these techniques. The collection covers state-of-the-art, shader rendering techniques that will bring your graphics to a new level of realism. Throughout the book you’ll find a plethora of all new, ready-to-use solutions and tools for the many graphics programming challenges you face everyday. These solutions will save valuable programming time, helping to make you more efficient and productive. Throughout the collection you’ll find: * How to simulate cloth on the GPU * How to use ambient occlusion efficiently in a game environment * Several global illumination approaches suitable for current hardware platforms * How to do real-time caustics on the GPU * Several ways for how to make your shadow penumbra software for shadow volumes and shadow maps * Tips for using the D3DXEffects framework efficiently and how to integrate post processing * Real-time damage system that uses a damage map to store damage data * Snow rendering * Procedural generation of textures * Tricks, tips, and techniques for super shader, a light map precomputation tool that stores radiosity light maps, and a system for debugging and optimizing applications And much more… This is an indispensable series that should be on ever graphics programmer’s bookshelf! Sections Included: Geometry Manipulation: Kenneth Hurley Image Space: Natalya Tatarchuk 3D Engine Design: Tom Forsyth Environmental Effects: Matthias Wloka Rendering Techniques: Sebastian St. Laurent Shadows: Eric Haines Beyond Pixels & Triangles: Dean Calver Tools, Tips, and Tricks: Wolfgang Engel On the CD: The CD-ROM contains the example programs with source code accompanying the chapters, along with demos where applicable. System Requirements: Pentium IV/ATHLON with more than 1/5 GHz, DirectX 9 June 2005 update SDK, OpenGL 1.5-compatible graphics card, a DirectX8, 8.1, or 9.0-compatible graphics card, Windows XP with the latest service pack, Visual C++ .NET 2003, (some files require Visual Studio C/C++ 6.0), 512MB RAM, 500MB of free space on your hard drive, and the latest graphics card drivers.


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