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MARC Record from marc_columbia

Record ID marc_columbia/Columbia-extract-20221130-034.mrc:2500095:5156
Source marc_columbia
Download Link /show-records/marc_columbia/Columbia-extract-20221130-034.mrc:2500095:5156?format=raw

LEADER: 05156cam a2200637Mi 4500
001 16610680
005 20220627131330.0
006 m o d
007 cr |n|---|||||
008 161119s2016 xx ob 000 0 eng d
035 $a(OCoLC)ocn963662563
035 $a(NNC)16610680
040 $aEBLCP$beng$epn$cEBLCP$dOCLCQ$dIDB$dOCLCF$dOCLCO$dMERUC$dOCLCQ$dNLE$dEZ9$dOCLCQ$dUWO$dOTZ$dLVT$dYDX$dTYFRS$dOCLCA$dUKAHL$dOCLCQ$dUKMGB$dUAB$dOKU$dOCLCO$dOCLCQ$dK6U$dOCLCO
066 $c(Q
015 $aGBB653383$2bnb
016 7 $a017804969$2Uk
020 $a9781498742542
020 $a1498742548
020 $z9781498742535
035 $a(OCoLC)963662563
037 $aTANDF_428249$bIngram Content Group
050 4 $aT385.G68876 2016
072 7 $aCOM$x012040$2bisacsh
072 7 $aCOM$x012000$2bisacsh
072 7 $aUG$2bicscc
082 04 $a006.6
049 $aZCUA
100 1 $aEngel, Wolfgang F.
245 10 $aGPU Pro 7 :$bAdvanced Rendering Techniques.
260 $aNatick :$bCRC Press,$c2016.
300 $a1 online resource (322 pages)
336 $atext$btxt$2rdacontent
337 $acomputer$bc$2rdamedia
338 $aonline resource$bcr$2rdacarrier
588 0 $aPrint version record.
505 0 $aFront Cover; Contents; Acknowledgments; Web Materials; I. Geometry Manipulation; 1. Deferred Snow Deformation in Rise of the Tomb Raider; 2. Catmull-Clark Subdivision Surfaces; II. Lighting; 1. Clustered Shading: Assigning Lights Using Conservative Rasterization in DirectX 12; 2. Fine Pruned Tiled Light Lists; 3. Deferred Attribute Interpolation Shading; 4. Real-Time Volumetric Cloudscapes; III. Rendering; 1. Adaptive Virtual Textures; 2. Deferred Coarse Pixel Shading; 3. Progressive Rendering Using Multi-frame Sampling; IV. Mobile Devices.
505 8 $a1. Efficient Soft Shadows Based on Static Local Cubemap2. Physically Based Deferred Shading on Mobile; V. 3D Engine Design; 1. Interactive Cinematic Particles; 2. Real-Time BC6H Compression on GPU; 3. A 3D Visualization Tool Used for Test Automation in the Forza Series; 4. Semi-static Load Balancing for Low-Latency Ray Tracing on Heterogeneous Multiple GPUs; VI. Compute; 1. Octree Mapping from a Depth Camera; 2. Interactive Sparse Eulerian Fluid; About the Editors; About the Contributors; Back Cover.
504 $aIncludes bibliographical references.
520 3 $aThe 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.
650 0 $aComputer graphics.
650 0 $aRendering (Computer graphics)
650 0 $aReal-time data processing.
650 6 $aInfographie.
650 6 $aRendu (Infographie)
650 6 $aTemps réel (Informatique)
650 7 $acomputer graphics.$2aat
650 7 $aCOMPUTERS$xComputer Graphics.$2bisacsh
650 7 $aComputer graphics.$2fast$0(OCoLC)fst00872119
650 7 $aReal-time data processing.$2fast$0(OCoLC)fst01091219
650 7 $aRendering (Computer graphics)$2fast$0(OCoLC)fst01747023
655 0 $aElectronic books.
655 4 $aElectronic books.
776 08 $iPrint version:$aEngel, Wolfgang.$tGPU Pro 7 : Advanced Rendering Techniques.$dNatick : CRC Press, ©2016$z9781498742535
856 40 $uhttp://www.columbia.edu/cgi-bin/cul/resolve?clio16610680$zTaylor & Francis eBooks
880 00 $6505-00/(Q$tpart I Geometry Manipulation /$rCarsten Dachsbacher --$tchapter 1 Deferred Snow Deformation in Rise of the Tomb Raider /$rAnton Kai Michels --$tchapter 2 Catmull-Clark Subdivision Surfaces /$rWade Brainerd --$tpart II Lighting --$tchapter 1 Clustered Shading: Assigning Lights Using Conservative Rasterization in DirectX 12 /$rKevin Ortegren and Emil Persson --$tchapter 2 Fine Pruned Tiled Light Lists /$rMorten S. Mikkelsen --$tchapter 3 Deferred Attribute Interpolation Shading /$rChristoph Schied --$tchapter 4 Real-Time Volumetric Cloudscapes /$rAndrew Schneider --$tpart III Rendering /$rChristopher Oat --$tchapter 1 Adaptive Virtual Textures /$rKa Chen --$tchapter 2 Deferred Coarse Pixel Shading /$rRahul P. Sathe --$tchapter 3 Progressive Rendering Using Multi-frame Sampling /$rDaniel Limberger, Karsten Tausche, Johannes Linke, and Jurgen Dollner --$tpart IV Mobile Devices /$rMarius Bjørge --$tchapter 1 EƠ̐ёcient Soft Shadows Based on Static Local Cubemap /$rSylwester Bala --$tchapter 2 Physically Based Deferred Shading on Mobile /$rAshley Vaughan Smith --$tpart V 3D Engine Design /$rWessam Bahnassi --$tchapter 1 Interactive Cinematic Particles /$rHomam Bahnassi --$tchapter 2 Real-Time BC6H Compression on GPU /$rKrzysztof Narkowicz --$tchapter 3 A 3D Visualization Tool Used for Test Automation in the Forza Series /$rGustavo Bastos Nunes --$tchapter 4 Semi-static Load Balancing for Low-Latency Ray Tracing on Heterogeneous Multiple GPUs /$rTakahiro Harada --$tpart VI Compute /$rWolfgang Engel --$tchapter 1 Octree Mapping from a Depth Camera /$rDave KotƠ̐ѓs --$tchapter 2 Interactive Sparse Eulerian Fluid /$rAlex Dunn.
852 8 $blweb$hEBOOKS