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hardware tessellation, writing compute shaders, ambient occlusion, reflections, normal and displacement mapping, shadow rendering, and character;
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Driven by consumer-market applications that enjoy steadily increasing economic importance, graphics hardware and rendering algorithms are a;
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on both desktop and mobile platforms, including transformations, texture mapping, shaders, buffers, geometry management, and much more;
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Updated coverage of existing topics Major updates and improvements to several chapters, including texture mapping, graphics hardware;
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This book covers real-time shading systems, their design and how they work. Procedural shading, long valued for off-line rendering and;
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This book covers real-time shading systems, their design and how they work. Procedural shading, long valued for off-line rendering and;
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prototyping, and scientific visualisation. However, the increasing demands for fidelity coupled with rapid advances in hardware architecture pose a;
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is also a fundamental algorithm used for architecture applications, visualization, sound simulation, deep learning, and more. Ray Tracing Gems II;
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is also a fundamental algorithm used for architecture applications, visualization, sound simulation, deep learning, and more. Ray Tracing Gems II;
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Based on course notes of SIGGRAPH course teaching techniques for real-time rendering of volumetric data and effects; covers both;
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Based on course notes of SIGGRAPH course teaching techniques for real-time rendering of volumetric data and effects; covers both;
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novel visibility algorithms that cover several of its aspects, and can be used together for high-quality real-time rendering of general 3D;
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Real-Time Graphics Rendering Engine reveals the software architecture of the modern real-time 3D graphics rendering engine and the relevant;
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-processing, procedural textures, shadow mapping, terrain, and projective texturing Sync objects and fences: synchronizing within host application and;
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in participating media, tone reproduction, glow, and depth of field. The book targets game developers, graphics programmers, and also students with some;
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in OpenGL applications, and understand modern real-time rendering methods Implement a physically based rendering pipeline from scratch in Vulkan;
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, including coverage of color and lighting; texture mapping; blending and compositing; antialiasing; image processing; special effects; natural;
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, is available in a completely revised and updated edition. Nearly doubled in size, the new edition keeps pace with the astonishing developments;
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polygons Controlling color and lighting to create elegant graphics Creating and orienting views Increasing image realism with texture mapping and;
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ability of graphics processing units to process and generate rendering in exciting ways. GPU Pro 360 Guide to Rendering is comprised of ready-to;
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ability of graphics processing units to process and generate rendering in exciting ways. GPU Pro 360 Guide to Rendering is comprised of ready-to;
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Computer Graphics: Principles and Practice, Third Edition, remains the most authoritative introduction to the field. The first edition, the;
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. The book includes high-quality papers on recent advances in interactive systems, human computer interaction, and graphics from around the;
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Meeting the growing demands for speed and quality in rendering computer graphics images requires new techniques. Practical parallel;
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Meeting the growing demands for speed and quality in rendering computer graphics images requires new techniques. Practical parallel;
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: image based rendering, and efficient local and global-illumination calculations. In the first of these areas, there are several contributions on;
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