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008 210123 ||| eng
020 |a 9781299704527 
020 |a 1466567449 
020 |a 9781466567443 
020 |a 1299704522 
020 |a 9780429165177 
050 4 |a T385 
100 1 |a Engel, Wolfgang F. 
245 0 0 |a GPU Pro 4  |b advanced rendering techniques  |c edited by Wolfgang Engel 
260 |a Boca Raton  |b CRC Press, Taylor & Francis Group  |c 2013 
300 |a xv, 365 pages 
505 0 |a 1. Geometry manipulation / Wolfgang Engel -- 2. Rendering / Christopher Oat and Carsten Dachsbacher -- 3. Image space / Michal Valient -- 4. Shadows / Wolfgang Engel -- 5. Game engine design / Wessam Bahnassi -- 6. GPGPU / Sb̌astien St-Laurent 
505 0 |a Includes bibliographical references 
653 |a COMPUTERS / Programming / Games / bisacsh 
653 |a Rendu (Infographie) 
653 |a COMPUTERS / Computer Graphics / bisacsh 
653 |a Real-time data processing / http://id.loc.gov/authorities/subjects/sh85111765 
653 |a TECHNOLOGY & ENGINEERING / Imaging Systems / bisacsh 
653 |a Computer graphics / fast 
653 |a Processeurs graphiques / Programmation 
653 |a Graphics processing units / Programming 
653 |a Rendering (Computer graphics) / fast 
653 |a Rendering (Computer graphics) / http://id.loc.gov/authorities/subjects/sh2008009405 
653 |a computer graphics / aat 
653 |a PHOTOGRAPHY / Techniques / Digital / bisacsh 
653 |a COMPUTERS / Image Processing / bisacsh 
653 |a Temps réel (Informatique) 
653 |a Real-time data processing / fast 
653 |a Computer graphics 
653 |a COMPUTERS / Digital Media / Graphics Applications / bisacsh 
653 |a Infographie 
041 0 7 |a eng  |2 ISO 639-2 
989 |b OREILLY  |a O'Reilly 
500 |a "An A K Peters Book." 
015 |a GBB7A1634 
024 8 |a 10.1201/b14077 
776 |z 9780429165177 
776 |z 1466567430 
776 |z 9781466567443 
776 |z 9781466567436 
776 |z 1466567449 
856 4 0 |u https://learning.oreilly.com/library/view/~/9781466567443/?ar  |x Verlag  |3 Volltext 
082 0 |a 770 
082 0 |a 302.231 
082 0 |a 620 
082 0 |a 006.6/93 
520 |a "With by section editors drawn from a variety of areas in rendering techniques, especially as concerns interactive media and games, this book covers advanced techniques that run on the DirectX or OpenGL run-times, or any other run-time with any language available. It includes topics such as geometry manipulation, rendering techniques, handheld devices programming, effects in image space, shadows, 3D Engine Design, and graphics related tools, environmental effects. The book contains a dedicated section on General Purpose GPU Programming that covers CUDA, DirectCompute and OpenCL examples"--