GPU pro 360 guide to geometry manipulation / edited by Wolfgang Engel.
| Other author | Engel, Wolfgang F. |
| Format | Electronic |
| Publication Info | Boca Raton : CRC Press/Taylor & Francis Group, [2018] |
| Description | xv, 325 pages : illustrations (some color) ; 24 cm |
| Supplemental Content | Full 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 note | Includes bibliographical references. |
| Access restriction | Available only to authorized users. |
| Technical details | Mode of access: World Wide Web |
| Genre/form | Electronic books. |
| LCCN | 2017059328 |
| ISBN | 9781138568242 (pbk. ; alk. paper) |
| ISBN | 9781138568259 (hardback ; alk. paper) |