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1055346 |
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20091002112000.0 |
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061018s2007 maua b 001 0 eng |
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|a 2006034609
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|a 9781584504993 (hc : alk. paper, CD-ROM)
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|a 1584504994 (hc : alk. paper, CD-ROM)
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|a 11086677
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|a (DLC) 2006034609
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|a (BNAtoc) 2006034609
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|a (OCoLC)74459039
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|a DLC
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|a T385
|b .E38559 2007
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|a 006.6/93
|2 22
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|3 Bib#:
|a 1055346
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245 |
0 |
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|a ShaderX⁵ :
|b advanced rendering techniques /
|c edited by Wolfgang Engel.
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246 |
3 |
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|a ShaderX five
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246 |
1 |
8 |
|a Shader X⁵
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250 |
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|a 1st ed.
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260 |
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|a Boston MA :
|b Charles River Media,
|c c2007.
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300 |
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|a xxi, 602 p., [4] p. of plates :
|b ill. (some col.) ;
|c 25 cm. +
|e 1 CD-ROM (12 cm.)
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440 |
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0 |
|a Shaderx series
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504 |
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|a Includes bibliographical references and index.
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505 |
0 |
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|t Smoothed N-patches /
|r Holger Gruen --
|t Micro-beveled edges /
|r Homam Bahnassi and Wessam Bahnassi --
|t Dynamic wrinkle patterns and hatching on animated meshes /
|r Jorn Loviscach --
|t Cloth without cloth /
|r Homam Bahnassi and Wessam Bahnassi --
|t A simple area light model for GPUs /
|r Aick in der Au --
|t Alpha-to-coverage in depth /
|r Kevin Myers --
|t Practical parallax occlusion mapping with approximate soft shadows for detailed surface rendering /
|r Natalya Tatarchuk --
|t Preprocessing of complex, static scenes for fast real-time graphics /
|r Max Dennis Luesebrink and Kurt Pelzer --
|t Overcoming deferred shading drawbacks /
|r Frank Puig Placeres --
|t Normal mapping without precomputed tangents /
|r Christian Schuler --
|t Animating vegetation using GPU programs /
|r Ali Botorabi --
|t ZT-buffer algorithm /
|r David Pangerl --
|t Real-time depth-of-field implemented with a postprocessing-only technique /
|r David Gillham --
|t Selective supersampling /
|r Emil Persson --
|t Jump flooding : an efficient and effective communication pattern for use on GPUs /
|r Guodong Rong and Tiow-Seng Tan --
|t Cascaded shadow maps /
|r Wolfgang Engel --
|t Multisampling extension for gradient shadow maps /
|r Christian Schuler --
|t Alias-free hard shadows with geometry maps /
|r Laszlo Szecsi --
|t Edge masking and per-texel depth extent propagation for computation culling during shadow mapping /
|r John R. Isidoro --
|t Queried virtual shadow maps /
|r Markus Giegl and Michael Wimmer --
|t Real-time soft shadows with shadow accumulation /
|r Laszlo Szirmay-Kalos and Barnabas Aszodi --
|t Spherical billboards for rendering volumetric data /
|r Tamas Umenhoffer, Laszlo Szirmay-Kalos and Gabor Szijarto --
|t Per-pixel lit, light scattering smoke /
|r Aurelio Reis --
|t Volumetric clouds and mega-particles /
|r Homam Bahnassi and Wessam Bahnassi --
|t Rendering multiple layers of rain with a postprocessing composite effect /
|r Natalya Tatarchuk --
|t Animation and rendering of underwater God rays /
|r Stefano Lanza --
|t Irradiance volumes for real-time rendering /
|r Chris Oat --
|t Indirect diffuse and glossy illumination on the GPU /
|r Istvan Lazanyi and Laszlo Szirmay-Kalos --
|t Interactive refractions and caustics using image-space techniques /
|r Chris Wyman --
|t Splatting of diffuse and glossy indirect illumination /
|r Carsten Dachsbacher and Marc Stamminger --
|t OpenGL ES 2.0 : shaders for mobile devices /
|r Kristof Beets --
|t Developing a 3D engine for OpenGL ES v2.0 and OpenGL v2.0 /
|r Dan Ginsburg --
|t OpenGL ES 2.0 performance recommendations for mobile devices /
|r Kristof Beets --
|t Real-time tile-based texture synthesis using nonregular grids /
|r Georg Kolling --
|t Cartoon fire effects using OpenGL ES 2.0 /
|r David Minor --
|t Postprocessing effects in design /
|r Aurelio Reis --
|t Transparent shader data binding /
|r Dustin Franklin --
|t Designing plug-in shaders with HLSL /
|r Wessam Bahnassi --
|t Shader system integration : Nebula2 and 3ds Max /
|r Kim Hyoun Woo --
|t Large crowds of autonomous animated characters using fragment shaders and level of detail /
|r Erik Millan, Benjamin Hernandez and Isaac Rudomin --
|t Interactive image segmentation based on GPU cellular automata /
|r Frank Nielsen --
|t Real-time cellular texturing /
|r Andrew Griffiths --
|t Collision detection shader using cube-maps /
|r Rahul Sathe --
|t A GPU panorama viewer for generic camera models /
|r Frank Nielsen --
|t Explicit early-Z culling for efficient fluid flow simulation /
|r Pedro V. Sander, Natalya Tatarchuk and Jason L. Mitchell --
|t Storing and accessing topology on the GPU : a case study on mass-spring systems /
|r Carlos A. Dietrich, Joao L. D. Comba and Luciana P. Nedel --
|t Implementing high-quality PRNG on GPUs /
|r Wai-Man Pang, Tien-Tsin Wong and Pheng-Ann Heng --
|t Print shader for debugging pixel shaders /
|r Alexander Ehrath.
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650 |
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0 |
|a Computer graphics.
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650 |
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0 |
|a Three-dimensional display systems.
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700 |
1 |
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|a Engel, Wolfgang F.
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991 |
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|a 2007-08-30
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992 |
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|a Created by mamc, 30/08/2007. Updated by gewh, 02/10/2009.
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|i 347041f5-15f3-5c8e-8b0f-c77f0f2807e3
|s 717a071e-0686-5cc3-ada9-7dc5a9bb9cc3
|t 0
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952 |
f |
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|p For loan
|a University Of Canterbury
|b UC Libraries
|c EPS Library
|d EPS Library, Level 2
|t 0
|e QA 76.76 .C672 .S524 no. 5
|h Library of Congress classification
|i Book
|m AU14481383B
|