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· 분류 : 외국도서 > 컴퓨터 > 디지털 미디어 > 비디오/애니메이션
· ISBN : 9780321515261
· 쪽수 : 942쪽
· 출판일 : 2007-08-03
목차
Preface
Part I: Geometry
Chapter 1. Generating Complex Procedural Terrains Using the GPU
Chapter 2. Animated Crowd Rendering
Chapter 3. DirectX 10 Blend Shapes: Breaking the Limits
Chapter 4. Next-Generation SpeedTree Rendering
Chapter 5. Generic Adaptive Mesh Refinement
Chapter 6. GPU-Generated Procedural Wind Animations for Trees
Chapter 7. Point-Based Visualization of Metaballs on a GPU
Part II: Light and Shadows
Chapter 8. Summed-Area Variance Shadow Maps
Chapter 9. Interactive Cinematic Relighting with Global Illumination
Chapter 10. Parallel-Split Shadow Maps on Programmable GPUs
Chapter 11. Efficient and Robust Shadow Volumes Using Hierarchical Occlusion Culling and Geometry Shaders
Chapter 12. High-Quality Ambient Occlusion
Chapter 13. Volumetric Light Scattering as a Post-Process
Part III: Rendering
Chapter 14. Advanced Techniques for Realistic Real-Time Skin Rendering
Chapter 15. Playable Universal Capture
Chapter 16. Vegetation Procedural Animation and Shading in Crysis
Chapter 17. Robust Multiple Specular Reflections and Refractions
Chapter 18. Relaxed Cone Stepping for Relief Mapping
Chapter 19. Deferred Shading in Tabula Rasa
Chapter 20. GPU-Based Importance SamplingIV: Image Effects
Chapter 21. True Impostors
Chapter 22. Baking Normal Maps on the GPU
Chapter 23. High-Speed, Off-Screen Particles
Chapter 24. The Importance of Being Linear
Chapter 25. Rendering Vector Art on the GPU
Chapter 26. Object Detection by Color: Using the GPU for Real-Time Video Image Processing
Chapter 27. Motion Blur as a Post-Processing Effect
Chapter 28. Practical Post-Process Depth of Field
Part V: Physics Simulation
Chapter 29. Real-Time Rigid Body Simulation on GPUs
Chapter 30. Real-Time Simulation and Rendering of 3D Fluids
Chapter 31. Fast N-Body Simulation with CUDA
Chapter 32. Broad-Phase Collision Detection with CUDA
Chapter 33. LCP Algorithms for Collision Detection Using CUDA
Chapter 34. Signed Distance Fields Using Single-Pass GPU Scan Conversion of Tetrahedra
Part VI: GPU Computing
Chapter 35. Fast Virus Signature Matching on the GPU
Chapter 36. AES Encryption and Decryption on the GPU
Chapter 37. Efficient Random Number Generation and Application Using CUDA
Chapter 38. Imaging Earth’s Subsurface Using CUDA
Chapter 39. Parallel Prefix Sum Scan with CUDA
Chapter 40. Incremental Computation of the Gaussian
Chapter 41. Using the Geometry Shader for Compact and Variable-Length GPU Feedback
Index