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GPU pro 360 guide to geometry manipulation / [edited by] Wolfgang Engel.

Contributor(s): Material type: TextTextPublication details: Boca Raton, FL : CRC Press, 2018Description: pages ill. ; 24 cmISBN:
  • 9781138568242 (pbk. : alk. paper)
  • 9781138568259 (hardback : alk. paper)
Subject(s): DDC classification:
  • 006.6 23 GPU
LOC classification:
  • T385 .G6888 2018
Contents:
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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Item type Current library Call number Copy number Status Date due Barcode
Books Books Central Library, SUST General Stacks 006.6 GPU (Browse shelf(Opens below)) 1 Available 0073283

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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