Revision with unchanged content. The development of real-time rendering applications has become one of the most difficult software engineering areas due to the number and complexity of the needed techniques and algorithms involved. These software projects have in common that they need to structure the data in the main memory, process it and send it to the graphics device for rendering in an efficient way. These recurring and complex algorithms are provided by so called rendering engines to allow faster development of real-time rendering applications. This book describes the concepts and design decisions which form the basis for the development of the rendering engine presented in this document. Detailed information is provided on the interface to the graphics device, a novel effect framework and the implemented graph structures allowing efficient data traversal. This book is intended for software engineers and software architects in the field of graphics- and game programming.
Le informazioni nella sezione "Riassunto" possono far riferimento a edizioni diverse di questo titolo.
Dipl.-Ing.: Graduated from the Technical University of Vienna with a specialization in 3D computer graphics. Currently working as game programmer at Sproing Interactive Media.
Le informazioni nella sezione "Su questo libro" possono far riferimento a edizioni diverse di questo titolo.
Da: BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, Germania
Taschenbuch. Condizione: Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -Revision with unchanged content. The development of real-time rendering applications has become one of the most difficult software engineering areas due to the number and complexity of the needed techniques and algorithms involved. These software projects have in common that they need to structure the data in the main memory, process it and send it to the graphics device for rendering in an efficient way. These recurring and complex algorithms are provided by so called rendering engines to allow faster development of real-time rendering applications. This book describes the concepts and design decisions which form the basis for the development of the rendering engine presented in this document. Detailed information is provided on the interface to the graphics device, a novel effect framework and the implemented graph structures allowing efficient data traversal. This book is intended for software engineers and software architects in the field of graphics- and game programming. 172 pp. Englisch. Codice articolo 9783639439533
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Da: moluna, Greven, Germania
Condizione: New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt. Autor/Autorin: Bauchinger MatthiasDipl.-Ing.: Graduated from the Technical University of Vienna with a specialization in 3D computer graphics. Currently working as game programmer at Sproing Interactive Media.Revision with unchanged content. Th. Codice articolo 4988159
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Da: Books Puddle, New York, NY, U.S.A.
Condizione: New. Codice articolo 26357475798
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Da: Majestic Books, Hounslow, Regno Unito
Condizione: New. Print on Demand. Codice articolo 356063753
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Da: Biblios, Frankfurt am main, HESSE, Germania
Condizione: New. PRINT ON DEMAND. Codice articolo 18357475804
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Da: preigu, Osnabrück, Germania
Taschenbuch. Condizione: Neu. Designing a Modern Rendering Engine | Design Decisions and Implementation Details | Matthias Bauchinger | Taschenbuch | 172 S. | Englisch | 2012 | AV Akademikerverlag | EAN 9783639439533 | Verantwortliche Person für die EU: BoD - Books on Demand, In de Tarpen 42, 22848 Norderstedt, info[at]bod[dot]de | Anbieter: preigu. Codice articolo 106384022
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Da: buchversandmimpf2000, Emtmannsberg, BAYE, Germania
Taschenbuch. Condizione: Neu. This item is printed on demand - Print on Demand Titel. Neuware -Revision with unchanged content. The development of real-time rendering applications has become one of the most difficult software engineering areas due to the number and complexity of the needed techniques and algorithms involved. These software projects have in common that they need to structure the data in the main memory, process it and send it to the graphics device for rendering in an efficient way. These recurring and complex algorithms are provided by so called rendering engines to allow faster development of real-time rendering applications. This book describes the concepts and design decisions which form the basis for the development of the rendering engine presented in this document. Detailed information is provided on the interface to the graphics device, a novel effect framework and the implemented graph structures allowing efficient data traversal. This book is intended for software engineers and software architects in the field of graphics- and game programming.VDM Verlag, Dudweiler Landstraße 99, 66123 Saarbrücken 172 pp. Englisch. Codice articolo 9783639439533
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Da: AHA-BUCH GmbH, Einbeck, Germania
Taschenbuch. Condizione: Neu. nach der Bestellung gedruckt Neuware - Printed after ordering - Revision with unchanged content. The development of real-time rendering applications has become one of the most difficult software engineering areas due to the number and complexity of the needed techniques and algorithms involved. These software projects have in common that they need to structure the data in the main memory, process it and send it to the graphics device for rendering in an efficient way. These recurring and complex algorithms are provided by so called rendering engines to allow faster development of real-time rendering applications. This book describes the concepts and design decisions which form the basis for the development of the rendering engine presented in this document. Detailed information is provided on the interface to the graphics device, a novel effect framework and the implemented graph structures allowing efficient data traversal. This book is intended for software engineers and software architects in the field of graphics- and game programming. Codice articolo 9783639439533
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