書籍:GPU Pro 3: Advanced Rendering Techniques

書籍の話ですが,GPU Proシリーズの3巻目のGPU Pro 3の発売が来年1月にあるようです.
公式blog(あんまり情報が無いです)
http://gpupro3.blogspot.com/
出版社の紹介ページ(目次など)
http://www.crcpress.com/product/isbn/9781439887820
目次より
Geometry Manipulation, Wolfgang Engel, editor
Vertex Shader Tesselation, Holger Gruen
Real-time Deformable Terrain Rendering, Egor Yusov
Optimized Stadium Crowd Rendering, Alan Chambers
Geometric Anti-Aliasing Methods, Emil Persson
Rendering, Christopher Oat, editor
Practical Elliptical Texture Filtering, Pavlos Mavridis and Georgios Papaioannou
An Approximation to the Chapman Grazing-Incidence Function for Atmospheric Scattering, Christian Schüler
Volumetric Real-Time Water and Foam Rendering, Daniel Scherzer, Florian Bagar and Oliver Mattausch
CryENGINE 3, Tiago Sousa, Nick Kasyan, and Nicolas Schulz
Global Illumination Effects, Carsten Dachsbacher, editor
Ray-traced Approximate Reflections Using a Grid of Oriented Splats, Holger Gruen
Screen-space Bent Cones: A Practical Approach, Oliver Klehm, Tobias Ritschel, Elmar Eisemann, and Hans-Peter Seidel
Real-time Near-field Global Illumination Based on a Voxel Model, Sinje Thiedemann, Niklas Henrich, Thorsten Grosch, and Stefan Mueller
Shadows, Wolfgang Engel, editor
Efficient Online Visibility for Shadow Maps, Oliver Mattausch, Jiri Bittner, Ari Silvnennoinen, Daniel Scherzer, and Michael Wimmer
Depth Rejected Gobo Shadows, John White
Handheld Devices, Wolfgang Engel, editor
Inexpensive Anti-Aliasing of Simple Objects, Mikkel Gjol and Mark Gjol
Programming the XPERIA Play GPU, Wolfgang Engel and Maurice Ribble
3D Engine Design, Wessam Bahnassi, editor
Z3 Culling, Pascal Gautron, Jean-Eudes Marvie and Gaël Sourimant
Quaternion-based Rendering Pipeline, Dzmitry Malyshau
Implementing a Directionally Adaptive Edge AA Filter using DirectX 11, Matthew Johnson
Designing a Data-Driven Renderer, Donal Revie
GPGPU, Sebastien St-Laurent, editor
Volumetric transparency with Per-Pixel Fragment Lists,” Laszlo Szecsi, Pal Barta, and Balazs Kovacs
Practical Binary Surface and Solid Voxelization with Direct3D 11, Michael Schwarz
Interactive Ray Tracing Using the Compute Shader in DirectX 11, Arturo Garca, Francisco Avila, Sergio Murgua, and Leo Reyes
Contributors

GPU PRO 3: Advanced Rendering Techniques
GPU PRO 3: Advanced Rendering Techniques Wolfgang Engel

A K Peters/CRC Press 2012-01-20
売り上げランキング : 137860

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