GPU pro 360 guide to geometry manipulation / edited by Wolfgang Engel.

Other author Engel, Wolfgang F.
Format Electronic
Publication InfoBoca Raton : CRC Press/Taylor & Francis Group, [2018]
Descriptionxv, 325 pages : illustrations (some color) ; 24 cm
Supplemental ContentFull text available from Taylor & Francis eBooks
Subjects

Contents As simple as possible tessellation for interactive applications -- Rule-based geometry synthesis in real-time -- GPU-based NURBS geometry evaluation and rendering -- Polygonal-functional hybrids for computer animation and games -- Terrain and ocean rendering with hardware tessellation -- Practical and realistic facial wrinkles animation -- Procedural content generation -- Vertex shader tessellation -- Optimized stadium crowd rendering -- Geometric antialiasing methods -- GPU terrain subdivision and tessellation -- Vertex pulling rendering pipeline -- WebGL globe rendering pipeline -- Dynamic GPU terrain -- Bandwidth efficient procedural meshes in the GPU via tessellation -- Real-time deformation of subdivision surfaces on object collisions -- Realistic volumetric explosions in games -- Deferred snow deformation in Tomb raider -- Catmull-Clark subdivision studies.
Bibliography noteIncludes bibliographical references.
Access restrictionAvailable only to authorized users.
Technical detailsMode of access: World Wide Web
Genre/formElectronic books.
LCCN 2017059328
ISBN9781138568242 (pbk. ; alk. paper)
ISBN9781138568259 (hardback ; alk. paper)