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second. With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition;
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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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, 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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Consumers today expect extremely realistic imagery generated in real time for interactive applications such as computer games, virtual;
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convenient single source anthology that covers real-time rendering. This volume is complete with 32 articles by leading programmers that focus on the;
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convenient single source anthology that covers real-time rendering. This volume is complete with 32 articles by leading programmers that focus on the;
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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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of realistic images. New to the Second Edition New chapter on the modern approach to real-time 3D programming using OpenGL New chapter that;
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Vegetation rendering and animation in real-time applications still pose a significant problem due to the inherent complexity of plants;
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lighting interactions in the scene. Hundreds or thousands of visibility queries have to be answered within a fraction of a second in order to reach;
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This Open Access book is a must-have for anyone interested in real-time rendering. Ray tracing is the holy grail of gaming graphics;
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This Open Access book is a must-have for anyone interested in real-time rendering. Ray tracing is the holy grail of gaming graphics;
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of global illumination effects suited for direct rendering applications in real time. GPU Pro 360 Guide to Lighting is comprised of ready-to-use;
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, computer animation, real-time rendering, non-photorealistic rendering, interaction techniques, human interface devices, augmented reality, data and;
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original Foley and van Dam, helped to define computer graphics and how it could be taught. The second edition became an even more comprehensive;
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The Real Book 2 - Second Edition - -;
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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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Walk through the process of designing and implementing from scratch an isometric real time game such as some of the most succesful Facebook;
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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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: Presents tips & tricks on real-time rendering of special effects and visualization data on common consumer software platforms such as PCs, video;
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: Presents tips & tricks on real-time rendering of special effects and visualization data on common consumer software platforms such as PCs, video;
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populated semantic environments * Crowd rendering The second edition presents techniques and methods developed since the authors first;
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An updated edition of Robert Irwin's popular, practical guide to the basics of investing How to Get Started in Real Estate Investing;
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This second edition of Real-Time Embedded Multithreading contains the fundamentals of developing real-time operating systems and;
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