Lingua: Inglese
Editore: Morgan and Claypool Publishers, 2008
ISBN 10: 1598295594 ISBN 13: 9781598295597
Da: BookOrders, Russell, IA, U.S.A.
Soft Cover. Condizione: Good. Ex-library with the usual features. The interior is clean and tight. Binding is good. Cover shows light wear and has library label on the front. Ex-Library.
Lingua: Inglese
Editore: Morgan and Claypool Publishers, 2008
ISBN 10: 1598295594 ISBN 13: 9781598295597
Da: suffolkbooks, Center moriches, NY, U.S.A.
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Lingua: Inglese
Editore: Springer International Publishing, Springer Nature Switzerland Jan 2008, 2008
ISBN 10: 3031795245 ISBN 13: 9783031795244
Da: buchversandmimpf2000, Emtmannsberg, BAYE, Germania
EUR 42,79
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Aggiungi al carrelloTaschenbuch. Condizione: Neu. Neuware -This book presents techniques to render photo-realistic images by programming the Graphics Processing Unit (GPU). We discuss effects such as mirror reflections, refractions, caustics, diffuse or glossy indirect illumination, radiosity, single or multiple scattering in participating media, tone reproduction, glow, and depth of field. The book targets game developers, graphics programmers, and also students with some basic understanding of computer graphics algorithms, rendering APIs like Direct3D or OpenGL, and shader programming. In order to make the book self-contained, the most important concepts of local illumination and global illumination rendering, graphics hardware, and Direct3D/HLSL programming are reviewed in the first chapters. After these introductory chapters we warm up with simple methods including shadow and environment mapping, then we move on toward advanced concepts aiming at global illumination rendering. Since it would have been impossible to give a rigorous review of all approaches proposed in this field, we go into the details of just a few methods solving each particular global illumination effect. However, a short discussion of the state of the art and links to the bibliography are also provided to refer the interested reader to techniques that are not detailed in this book. The implementation of the selected methods is also presented in HLSL, and we discuss their observed performance, merits, and disadvantages. In the last chapter, we also review how these techniques can be integrated in an advanced game engine and present case studies of their exploitation in games. Having gone through this book, the reader will have an overview of the state of the art, will be able to apply and improve these techniques, and most importantly, will be capable of developing brand new GPU algorithms. Table of Contents: Global Illumintation Rendering / Local Illumination Rendering Pipeline of GPUs / Programming and Controlling GPUs / Simple Improvements of the Local Illumination Model / Ray Casting on the GPU / Specular Effects with Rasterization / Diffuse and Glossy Indirect Illumination / Pre-computation Aided Global Illumination / Participating Media Rendering / Fake Global Illumination / Postprocessing Effects / Integrating GI Effects in Games and Virtual Reality Systems / BibliographySpringer Verlag GmbH, Tiergartenstr. 17, 69121 Heidelberg 304 pp. Englisch.
Lingua: Inglese
Editore: Springer International Publishing, Springer International Publishing, 2008
ISBN 10: 3031795245 ISBN 13: 9783031795244
Da: AHA-BUCH GmbH, Einbeck, Germania
EUR 42,79
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Aggiungi al carrelloTaschenbuch. Condizione: Neu. Druck auf Anfrage Neuware - Printed after ordering - This book presents techniques to render photo-realistic images by programming the Graphics Processing Unit (GPU). We discuss effects such as mirror reflections, refractions, caustics, diffuse or glossy indirect illumination, radiosity, single or multiple scattering in participating media, tone reproduction, glow, and depth of field. The book targets game developers, graphics programmers, and also students with some basic understanding of computer graphics algorithms, rendering APIs like Direct3D or OpenGL, and shader programming. In order to make the book self-contained, the most important concepts of local illumination and global illumination rendering, graphics hardware, and Direct3D/HLSL programming are reviewed in the first chapters. After these introductory chapters we warm up with simple methods including shadow and environment mapping, then we move on toward advanced concepts aiming at global illumination rendering. Since it would have been impossible to give a rigorous review of all approaches proposed in this field, we go into the details of just a few methods solving each particular global illumination effect. However, a short discussion of the state of the art and links to the bibliography are also provided to refer the interested reader to techniques that are not detailed in this book. The implementation of the selected methods is also presented in HLSL, and we discuss their observed performance, merits, and disadvantages. In the last chapter, we also review how these techniques can be integrated in an advanced game engine and present case studies of their exploitation in games. Having gone through this book, the reader will have an overview of the state of the art, will be able to apply and improve these techniques, and most importantly, will be capable of developing brand new GPU algorithms. Table of Contents: Global Illumintation Rendering / Local Illumination Rendering Pipeline of GPUs / Programming and Controlling GPUs / Simple Improvements of the Local Illumination Model / Ray Casting on the GPU / Specular Effects with Rasterization / Diffuse and Glossy Indirect Illumination / Pre-computation Aided Global Illumination / Participating Media Rendering / Fake Global Illumination / Postprocessing Effects / Integrating GI Effects in Games and Virtual Reality Systems / Bibliography.
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Aggiungi al carrelloTaschenbuch. Condizione: Neu. GPU-Based Techniques for Global Illumination Effects | Laszlo Szirmay-Kalos (u. a.) | Taschenbuch | Synthesis Lectures on Visual Computing: Computer Graphics, Animation, Computational Photography and Imaging | xxv | Englisch | 2008 | Springer | EAN 9783031795244 | Verantwortliche Person für die EU: Springer Verlag GmbH, Tiergartenstr. 17, 69121 Heidelberg, juergen[dot]hartmann[at]springer[dot]com | Anbieter: preigu.
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Aggiungi al carrelloTaschenbuch. Condizione: Neu. Monte Carlo Methods in Global Illumination | Photo-realistic Rendering with Randomization | László Szirmay-Kalos | Taschenbuch | Kartoniert / Broschiert | Englisch | 2013 | VDM Verlag Dr. Müller | EAN 9783836479196 | Verantwortliche Person für die EU: OmniScriptum GmbH & Co. KG, Bahnhofstr. 28, 66111 Saarbrücken, info[at]akademikerverlag[dot]de | Anbieter: preigu.
Lingua: Inglese
Data di pubblicazione: 2006
Da: COTTAGE Antiquariat - anbu.at, Langenzersdorf, Austria
EUR 46,20
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Aggiungi al carrelloGr.-8° Original - Broschur. (=books@ocg.at, Band 204). 279 S., mit zahlreichen Abb. Exemplar mit nur minimalen Lagerspuren. Tadelloser Zustand. ****An unsere Kunden in Deutschland: Versand nach Deutschland einmal in der Woche ab Freilassing mit der Deutschen Post.*** - Sprache: Englisch Gewicht in Gramm: 550.
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EUR 134,53
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Aggiungi al carrelloPaperback. Condizione: Like New. LIKE NEW. SHIPS FROM MULTIPLE LOCATIONS. book.
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Aggiungi al carrelloPAP. Condizione: New. New Book. Shipped from UK. THIS BOOK IS PRINTED ON DEMAND. Established seller since 2000.
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Lingua: Inglese
Editore: Springer International Publishing Jan 2008, 2008
ISBN 10: 3031795245 ISBN 13: 9783031795244
Da: BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, Germania
EUR 42,79
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Aggiungi al carrelloTaschenbuch. Condizione: Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -This book presents techniques to render photo-realistic images by programming the Graphics Processing Unit (GPU). We discuss effects such as mirror reflections, refractions, caustics, diffuse or glossy indirect illumination, radiosity, single or multiple scattering in participating media, tone reproduction, glow, and depth of field. The book targets game developers, graphics programmers, and also students with some basic understanding of computer graphics algorithms, rendering APIs like Direct3D or OpenGL, and shader programming. In order to make the book self-contained, the most important concepts of local illumination and global illumination rendering, graphics hardware, and Direct3D/HLSL programming are reviewed in the first chapters. After these introductory chapters we warm up with simple methods including shadow and environment mapping, then we move on toward advanced concepts aiming at global illumination rendering. Since it would have been impossible to give a rigorous review of all approaches proposed in this field, we go into the details of just a few methods solving each particular global illumination effect. However, a short discussion of the state of the art and links to the bibliography are also provided to refer the interested reader to techniques that are not detailed in this book. The implementation of the selected methods is also presented in HLSL, and we discuss their observed performance, merits, and disadvantages. In the last chapter, we also review how these techniques can be integrated in an advanced game engine and present case studies of their exploitation in games. Having gone through this book, the reader will have an overview of the state of the art, will be able to apply and improve these techniques, and most importantly, will be capable of developing brand new GPU algorithms. Table of Contents: Global Illumintation Rendering / Local Illumination Rendering Pipeline of GPUs / Programming and Controlling GPUs / Simple Improvements of the Local Illumination Model / Ray Casting on the GPU / Specular Effects with Rasterization / Diffuse and Glossy Indirect Illumination / Pre-computation Aided Global Illumination / Participating Media Rendering / Fake Global Illumination / Postprocessing Effects / Integrating GI Effects in Games and Virtual Reality Systems / Bibliography 304 pp. Englisch.
Lingua: Inglese
Editore: Springer, Berlin|Springer International Publishing|Morgan & Claypool|Springer, 2008
ISBN 10: 3031795245 ISBN 13: 9783031795244
Da: moluna, Greven, Germania
EUR 38,69
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Aggiungi al carrelloCondizione: New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt. This book presents techniques to render photo-realistic images by programming the Graphics Processing Unit (GPU). We discuss effects such as mirror reflections, refractions, caustics, diffuse or glossy indirect illumination, radiosity, single or multiple sc.
Lingua: Inglese
Editore: VDM Verlag Dr. Müller|VDM Verlag Dr. Müller e.K., 2013
ISBN 10: 3836479192 ISBN 13: 9783836479196
Da: moluna, Greven, Germania
EUR 54,67
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Aggiungi al carrelloKartoniert / Broschiert. Condizione: New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt. This book discusses Monte Carlo algorithms and their application to solve the global illumination rendering problem of computer graphics. Mathematically, photo-realistic rendering is equivalent to the solution of an integral equation that can be successfull.
Lingua: Inglese
Editore: VDM Verlag Dr. Müller, VDM Verlag Dr. Müller E.K., 2008
ISBN 10: 3836479192 ISBN 13: 9783836479196
Da: AHA-BUCH GmbH, Einbeck, Germania
EUR 59,71
Quantitŕ: 2 disponibili
Aggiungi al carrelloTaschenbuch. Condizione: Neu. nach der Bestellung gedruckt Neuware - Printed after ordering - This book discusses Monte Carlo algorithms and their application to solve the global illumination rendering problem of computer graphics. Mathematically, photo-realistic rendering is equivalent to the solution of an integral equation that can be successfully attacked by Monte Carlo integration techniques.The book first discusses the theory of light-surface interaction and the equations that describe materials and the transfer of the illumination. We examine Monte Carlo and quasi-Monte Carlo approaches, which can be used to solve these equations. A considerable space is devoted to variance reduction techniques, including importance sampling, correlated sampling, the Metropolis method, weighted importance sampling, etc. Then the book presents random walk algorithms, like path tracing, light tracing, bi-directional path tracing, photon mapping, instant radiosity, Metropolis light transport, etc. Stochastic iterative techniques are also surveyed. Finally, implementation details are shortly addressed taking the example of path tracing.; This book discusses Monte Carlo algorithms and their application to solve the global illumination rendering problem of computer graphics. Mathematically, photo-realistic rendering is equivalent to the solution of an integral equation that can be successfully attacked by Monte Carlo integration techniques.The book first discusses the theory of light-surface interaction and the equations that describe materials and the transfer of the illumination. We examine Monte Carlo and quasi-Monte Carlo approaches, which can be used to solve these equations. A considerable space is devoted to variance reduction techniques, including importance sampling, correlated sampling, the Metropolis method, weighted importance sampling, etc. Then the book presents random walk algorithms, like path tracing, light tracing, bi-directional path tracing, photon mapping, instant radiosity, Metropolis light transport, etc. Stochastic iterative techniques are also surveyed. Finally, implementation details are shortly addressed taking the example of path tracing.