GPU pro 360 guide to geometry manipulation / [edited by] Wolfgang Engel.
Material type:![Text](/opac-tmpl/lib/famfamfam/BK.png)
- 9781138568242 (pbk. : alk. paper)
- 9781138568259 (hardback : alk. paper)
- 006.6 23 GPU
- T385 .G6888 2018
Item type | Current library | Call number | Copy number | Status | Date due | Barcode |
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Central Library, SUST General Stacks | 006.6 GPU (Browse shelf(Opens below)) | 1 | Available | 0073283 |
Browsing Seminar Library, Department of Computer Science & Engineering shelves, Shelving location: General Stacks Close shelf browser (Hides shelf browser)
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006.301 CHA Artificial intelligence and the two singularities / | 006.6 CAV Visual design concepts for mobile games / | 006.6 GPU GPU pro 360 guide to rendering / | 006.6 GPU GPU pro 360 guide to geometry manipulation / | 006.601 RHA Applying color theory to digital media and visualization / | 006.8 SCN New realities in audio : | 153.35 MAW Workflow : |
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.
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