GPU Pro 2: Advanced Rendering Techniques

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Views Total views. Actions Shares. Embeds 0 No embeds. No notes for slide. Description this book The latest edition of this bestselling game development reference offers proven tips and techniques for the real-time rendering of special effects and visualization data that are useful for beginners and seasoned game and graphics programmers alike. Exploring recent developments in the rapidly evolving field of real-time rendering, GPU Pro6: Advanced Rendering Techniques assembles a high-quality collection of cutting- edge techniques for advanced graphics processing unit GPU programming.

GPU Pro: Advanced Rendering Techniques

It also includes a dedicated section on general purpose GPU programming that 4. If you want to download this book, click link in the last page 6. You just clipped your first slide! Clipping is a handy way to collect important slides you want to go back to later. Now customize the name of a clipboard to store your clips.

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Performance Gains Using Multiple External GPUs with Cinema4D and Radeon ProRender

Kravtsov, O. Fryazinov, V.

GPU Pro 360 Guide to Lighting

Adzhiev, A. Pasko, and P. Reflection mapping Computer science Global illumination Computer graphics images Displacement mapping Shader Shadow Texture mapping Subsurface scattering Rendering computer graphics.

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  • Deep spherical harmonics light probe estimator for mixed reality games. Estimated H-index: Estimated H-index: 6. However, the interaction between the user and simulated environment still relies on game controllers or other unnatural handheld devices. In the mixed reality context, the usage of more natural and immersive alternative to the game controllers, such as th Comparison of color and grayscale simulated TV-graphics in rendezvous and docking.

    Subjective evaluation is one of the most important methods of assessing the fidelity of a virtual dynamic scene, whose results could be seen as a reference to improve a rendering method. In the present study, we apply a rendering method to the color rendezvous and docking RVD scene, where one shadow algorithm and three tone mapping operator algorithms are used to process the scene based on the distance between two spacecrafts.

    Pre-integrated deferred subsurface scattering. Chen 1 Estimated H-index: 1.