GPU pro 360 guide to geometry manipulation /
GPU pro 360 guide to geometry manipulation /
[edited by] Wolfgang Engel.
- Boca Raton, FL : CRC Press, 2018
- pages ill. ; 24 cm.
Includes bibliographical references.
As simple as possible tessellation for interactive applications -- Rule-based geometry synthesis in real-time -- GPU-based NURBS geometry evaluation and rendering -- Polygonal-functional hybrids for computer animation and games -- Terrain and ocean rendering with hardware tessellation -- Practical and realistic facial wrinkles animation -- Procedural content generation -- Vertex shader tessellation -- Optimized stadium crowd rendering -- Geometric antialiasing methods -- GPU terrain subdivision and tessellation -- Vertex pulling rendering pipeline -- WebGL globe rendering pipeline -- Dynamic GPU terrain -- Bandwidth efficient procedural meshes in the GPU via tessellation -- Real-time deformation of subdivision surfaces on object collisions -- Realistic volumetric explosions in games -- Deferred snow deformation in Tomb raider -- Catmull-Clark subdivision studies.
9781138568242 (pbk. : alk. paper) 9781138568259 (hardback : alk. paper)
2017059328
Computer graphics.
Rendering (Computer graphics)
Graphics processing units--Programming.
Computer animation.
Shapes--Computer simulation.
T385 / .G6888 2018
006.6 / GPU
Includes bibliographical references.
As simple as possible tessellation for interactive applications -- Rule-based geometry synthesis in real-time -- GPU-based NURBS geometry evaluation and rendering -- Polygonal-functional hybrids for computer animation and games -- Terrain and ocean rendering with hardware tessellation -- Practical and realistic facial wrinkles animation -- Procedural content generation -- Vertex shader tessellation -- Optimized stadium crowd rendering -- Geometric antialiasing methods -- GPU terrain subdivision and tessellation -- Vertex pulling rendering pipeline -- WebGL globe rendering pipeline -- Dynamic GPU terrain -- Bandwidth efficient procedural meshes in the GPU via tessellation -- Real-time deformation of subdivision surfaces on object collisions -- Realistic volumetric explosions in games -- Deferred snow deformation in Tomb raider -- Catmull-Clark subdivision studies.
9781138568242 (pbk. : alk. paper) 9781138568259 (hardback : alk. paper)
2017059328
Computer graphics.
Rendering (Computer graphics)
Graphics processing units--Programming.
Computer animation.
Shapes--Computer simulation.
T385 / .G6888 2018
006.6 / GPU