Автор: McCool , Michael Название: Metaprogramming GPUs with Sh ISBN: 1138428094 ISBN-13(EAN): 9781138428096 Издательство: Taylor&Francis Рейтинг: Цена: 173530.00 T Наличие на складе: Невозможна поставка. Описание: This book is a high-level overview of Sh and its relationship to other realtime shading and Graphics processing unit programming languages. It is a reference manual and language specification and methodically and exhaustively presents details of the various features of Sh.
Автор: Engel, Wolfgang Название: GPU Pro 2 ISBN: 1568817185 ISBN-13(EAN): 9781568817187 Издательство: Taylor&Francis Рейтинг: Цена: 137810.00 T Наличие на складе: Нет в наличии.
Автор: Engel, Wolfgang Название: GPU Pro ISBN: 1568814720 ISBN-13(EAN): 9781568814728 Издательство: Taylor&Francis Рейтинг: Цена: 137810.00 T Наличие на складе: Нет в наличии.
Автор: Engel, Wolfgang Название: GPU Pro 4 ISBN: 1466567430 ISBN-13(EAN): 9781466567436 Издательство: Taylor&Francis Рейтинг: Цена: 137810.00 T Наличие на складе: Нет в наличии.
Автор: Engel, Wolfgang Название: GPU PRO 3 ISBN: 1439887829 ISBN-13(EAN): 9781439887820 Издательство: Taylor&Francis Рейтинг: Цена: 137810.00 T Наличие на складе: Нет в наличии.
Автор: Engel Wolfgang Название: GPU Pro 5 ISBN: 1482208636 ISBN-13(EAN): 9781482208634 Издательство: Taylor&Francis Рейтинг: Цена: 107190.00 T Наличие на складе: Нет в наличии. Описание: In GPU Pro5: Advanced Rendering Techniques, section editors Wolfgang Engel, Christopher Oat, Carsten Dachsbacher, Michal Valient, Wessam Bahnassi, and Marius Bjorge have once again assembled a high-quality collection of cutting-edge techniques for advanced graphics processing unit (GPU) programming.? Divided into six sections, the book covers rendering, lighting, effects in image space, mobile devices, 3D engine design, and compute. It explores rasterization of liquids, ray tracing of art assets that would otherwise be used in a rasterized engine, physically based area lights, volumetric light effects, screen-space grass, the usage of quaternions, and a quadtree implementation on the GPU. It also addresses the latest developments in deferred lighting on mobile devices, OpenCL optimizations for mobile devices, morph targets, and tiled deferred blending methods. In color throughout, GPU Pro5 is the only book that incorporates contributions from more than 50 experts who cover the latest developments in graphics programming for games and movies. It presents ready-to-use ideas and procedures that can help solve many of your daily graphics programming challenges. Example programs with source code are provided on the book’s CRC Press web page.
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