Cargando…
GPU-Based Techniques for Global Illumination Effects
This book presents techniques to render photo-realistic images by programming the Graphics Processing Unit (GPU). We discuss effects such as mirror reflections, refractions, caustics, diffuse or glossy indirect illumination, radiosity, single or multiple scattering in participating media, tone repro...
Autores principales: | , , |
---|---|
Lenguaje: | eng |
Publicado: |
Morgan & Claypool Publishers
2008
|
Materias: | |
Acceso en línea: | http://cds.cern.ch/record/1486462 |
_version_ | 1780926138301808640 |
---|---|
author | Szirmay-Kalos, László Szécsi, László Sbert, Mateu |
author_facet | Szirmay-Kalos, László Szécsi, László Sbert, Mateu |
author_sort | Szirmay-Kalos, László |
collection | CERN |
description | This book presents techniques to render photo-realistic images by programming the Graphics Processing Unit (GPU). We discuss effects such as mirror reflections, refractions, caustics, diffuse or glossy indirect illumination, radiosity, single or multiple scattering in participating media, tone reproduction, glow, and depth of field. This book targets game developers, graphics programmers, and also students with some basic understanding of computer graphics algorithms, rendering APIs like Direct3D or OpenGL, and shader programming. In order to make this book self-contained, the most important c |
id | cern-1486462 |
institution | Organización Europea para la Investigación Nuclear |
language | eng |
publishDate | 2008 |
publisher | Morgan & Claypool Publishers |
record_format | invenio |
spelling | cern-14864622021-04-22T00:17:37Zhttp://cds.cern.ch/record/1486462engSzirmay-Kalos, LászlóSzécsi, LászlóSbert, MateuGPU-Based Techniques for Global Illumination EffectsComputing and ComputersThis book presents techniques to render photo-realistic images by programming the Graphics Processing Unit (GPU). We discuss effects such as mirror reflections, refractions, caustics, diffuse or glossy indirect illumination, radiosity, single or multiple scattering in participating media, tone reproduction, glow, and depth of field. This book targets game developers, graphics programmers, and also students with some basic understanding of computer graphics algorithms, rendering APIs like Direct3D or OpenGL, and shader programming. In order to make this book self-contained, the most important cMorgan & Claypool Publishersoai:cds.cern.ch:14864622008 |
spellingShingle | Computing and Computers Szirmay-Kalos, László Szécsi, László Sbert, Mateu GPU-Based Techniques for Global Illumination Effects |
title | GPU-Based Techniques for Global Illumination Effects |
title_full | GPU-Based Techniques for Global Illumination Effects |
title_fullStr | GPU-Based Techniques for Global Illumination Effects |
title_full_unstemmed | GPU-Based Techniques for Global Illumination Effects |
title_short | GPU-Based Techniques for Global Illumination Effects |
title_sort | gpu-based techniques for global illumination effects |
topic | Computing and Computers |
url | http://cds.cern.ch/record/1486462 |
work_keys_str_mv | AT szirmaykaloslaszlo gpubasedtechniquesforglobalilluminationeffects AT szecsilaszlo gpubasedtechniquesforglobalilluminationeffects AT sbertmateu gpubasedtechniquesforglobalilluminationeffects |