GPU Pro 360 Guide to Geometry Manipulation: 1st Edition (Paperback) book cover

GPU Pro 360 Guide to Geometry Manipulation

1st Edition

Edited by Wolfgang Engel

A K Peters/CRC Press

325 pages

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pub: 2018-06-18
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Description

Wolfgang Engel’s GPU Pro 360 Guide to Geometry Manipulation gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology that covers geometry manipulation in computer graphics. This volume is complete with 19 articles by leading programmers that focus on the ability of graphics processing units to process and generate geometry in exciting ways. GPU Pro 360 Guide to Geometry Manipulation is comprised of ready-to-use ideas and efficient procedures that can help solve many computer graphics programming challenges that may arise.

Key Features:

  • Presents tips and tricks on real-time rendering of special effects and visualization data on common consumer software platforms such as PCs, video consoles, mobile devices
  • Covers specific challenges involved in creating games on various platforms
  • Explores the latest developments in the rapidly evolving field of real-time rendering
  • Takes a practical approach that helps graphics programmers solve their daily challenges

Table of Contents

chapter 1 As Simple as Possible Tessellation for Interactive Applications

chapter 2 Rule-Based Geometry Synthesis in Real-Time

chapter 3 GPU-Based NURBS Geometry Evaluation and Rendering

chapter 4 Polygonal-Functional Hybrids for Computer Animation and Games

chapter 5 Terrain and Ocean Rendering with Hardware Tessellation

chapter 6 Practical and Realistic Facial Wrinkles Animation

chapter 7 Procedural Content Generation

chapter 8 Vertex Shader Tessellation

chapter 9 Optimized Stadium Crowd Rendering

chapter 10 Geometric Antialiasing Methods

chapter 11 GPU Terrain Subdivision and Tessellation

chapter 12 Vertex Pulling Rendering Pipeline

chapter 13 WebGL Globe Renderign Pipeline

chapter 14 Dynamic GPU Terrain

chapter 15 Bandwidth Efficient Procedural Meshes in the GPU via Tessellation

chapter 16 Real-Time Deformation of Subdivision Surfaces on Object Collisions

chapter 17 Realistic Volumetric Explosions in Games

chapter 18 Deferred Snow Deformation in Tomb Raider

chapter 19 Catmull-Clark Subdivision Studies

About the Editor

Wolfgang Engel is the CEO of Confetti, a think tank for advanced real-time graphics for the gaming and movie industries. Previously he worked in Rockstar's core technology group as the lead graphics programmer.

Subject Categories

BISAC Subject Codes/Headings:
MAT013000
MATHEMATICS / Graphic Methods