GPU Pro3, the third volume in the GPU Pro book series, offers practical tips and techniques for creating real-time graphics that are useful to beginners and seasoned game and graphics programmers alike. Section editors Wolfgang Engel, Christopher Oat, Carsten Dachsbacher, Wessam Bahnassi, and Sebastien St-Laurent have once again brought together a high-quality collection of cutting-edge techniques for advanced GPU programming. With contributions by more than 50 experts, GPU Pro3: Advanced Rendering Techniques covers battle-tested tips and tricks for creating interesting geometry, realistic shading, real-time global illumination, and high-quality shadows, for optimizing 3D engines, and for taking advantage of the advanced power of the GPGPU. Sample programs and source code are available for download on the book's CRC Press web page.The emulator for the iPhone provides smoothed lines, but alas the device itself does not [Flaherty 10]. ... by depth and color buffers to store the multisampled buffers.2 This overhead might not be acceptable for all applications, for reasons related to ... Rather than rely on specific hardware capabilities, there are several methods available for manual rendering of antialiased lines [BAbrentzen et al. ... Render with a masking alpha texture to smooth edges (optionally using a distance-field).
|Title||:||GPU PRO 3|
|Publisher||:||CRC Press - 2012-02-21|