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210123 ||| eng |
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|a 9781299704527
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|a 1466567449
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|a 9781466567443
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|a 1299704522
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|a 9780429165177
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050 |
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4 |
|a T385
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100 |
1 |
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|a Engel, Wolfgang F.
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245 |
0 |
0 |
|a GPU Pro 4
|b advanced rendering techniques
|c edited by Wolfgang Engel
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260 |
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|a Boca Raton
|b CRC Press, Taylor & Francis Group
|c 2013
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300 |
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|a xv, 365 pages
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505 |
0 |
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|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
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505 |
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|a Includes bibliographical references
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653 |
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|a COMPUTERS / Programming / Games / bisacsh
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653 |
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|a Rendu (Infographie)
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653 |
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|a COMPUTERS / Computer Graphics / bisacsh
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653 |
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|a Real-time data processing / http://id.loc.gov/authorities/subjects/sh85111765
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653 |
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|a TECHNOLOGY & ENGINEERING / Imaging Systems / bisacsh
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653 |
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|a Computer graphics / fast
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653 |
|
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|a Processeurs graphiques / Programmation
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653 |
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|a Graphics processing units / Programming
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653 |
|
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|a Rendering (Computer graphics) / fast
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653 |
|
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|a Rendering (Computer graphics) / http://id.loc.gov/authorities/subjects/sh2008009405
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653 |
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|a computer graphics / aat
|
653 |
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|a PHOTOGRAPHY / Techniques / Digital / bisacsh
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653 |
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|a COMPUTERS / Image Processing / bisacsh
|
653 |
|
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|a Temps réel (Informatique)
|
653 |
|
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|a Real-time data processing / fast
|
653 |
|
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|a Computer graphics
|
653 |
|
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|a COMPUTERS / Digital Media / Graphics Applications / bisacsh
|
653 |
|
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|a Infographie
|
041 |
0 |
7 |
|a eng
|2 ISO 639-2
|
989 |
|
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|b OREILLY
|a O'Reilly
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500 |
|
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|a "An A K Peters Book."
|
028 |
5 |
0 |
|a 10.1201/b14077
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015 |
|
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|a GBB7A1634
|
776 |
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|z 9780429165177
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776 |
|
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|z 1466567430
|
776 |
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|z 9781466567443
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776 |
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|z 9781466567436
|
776 |
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|z 1466567449
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856 |
4 |
0 |
|u https://learning.oreilly.com/library/view/~/9781466567443/?ar
|x Verlag
|3 Volltext
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082 |
0 |
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|a 770
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082 |
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|a 302.231
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|a 620
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|a 006.6/93
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|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"--
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