《GPU精粹3电子书和光盘》(GPU GEMS 3 ebook and cdrom)[ISO]
电驴资源
| 用户共享的电驴资源列表 | |
|---|---|
| [GPU精粹3电子书和光盘].Addison.Wesley.GPU.Gems.3.Aug.2007.chm | 25.65 MB |
| [GPU精粹3电子书和光盘].GPU.GEMS.3.CDROM.isz | 392.70 MB |
| [NVIDIA.图形处理器精粹]NVDIA.GPU.Gems.1&2.zip | 37.00 MB |
| [NVIDIA.图形处理器精粹]NVDIA.GPU.Gems.1&2.zip | 37.00 MB |
| 492.35 MB | |
电驴资源简介
中文名: GPU精粹3电子书和光盘英文名: GPU GEMS 3 ebook and cdrom资源格式: 光盘镜像发行时间: 2007年地区: 美国对白语言: 英语简介:
NVIDIA GPU Gems 3的英文电子版,今年3月出来的,当时只有电子书,经过我的努力找朋友拷贝了CDROM,需要的朋友请下载。
以下摘自网络介绍:http://www.cnblogs.com/dscky/archive/2007/08/22/865408.html
siggraph 2007 刚刚开完不久,作为一个大部分工作都是跟三维虚拟互动打交道的技术人员,我对siggraph2007非常关注,其中令人兴奋的消息是GPU Gems 3的发布和OpenGL 3的发布。下面简单介绍一下。
GPU Gems 3 是 nvidia公司的 GPU Gems系列的延续,其中大部分文章的作者都是Nvidia公司的,研究范围相等广泛,技术也相当不错,给出了当前GPU发展的最新技术,跟另一巨头AMD.ATI(好别扭)所出的ShaderX系列可以说代表了当前最先进的Real-Time渲染技术。记得前两本都是公司第一时间从亚马逊网站邮购回来的,这次不知道能不能先睹为快。nvidia公司在其网站给出了18、30、38章供下载。
下面是它的书目:
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
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
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 Sampling
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
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
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
NVIDIA GPU Gems 3的英文电子版,今年3月出来的,当时只有电子书,经过我的努力找朋友拷贝了CDROM,需要的朋友请下载。
以下摘自网络介绍:http://www.cnblogs.com/dscky/archive/2007/08/22/865408.html
siggraph 2007 刚刚开完不久,作为一个大部分工作都是跟三维虚拟互动打交道的技术人员,我对siggraph2007非常关注,其中令人兴奋的消息是GPU Gems 3的发布和OpenGL 3的发布。下面简单介绍一下。
GPU Gems 3 是 nvidia公司的 GPU Gems系列的延续,其中大部分文章的作者都是Nvidia公司的,研究范围相等广泛,技术也相当不错,给出了当前GPU发展的最新技术,跟另一巨头AMD.ATI(好别扭)所出的ShaderX系列可以说代表了当前最先进的Real-Time渲染技术。记得前两本都是公司第一时间从亚马逊网站邮购回来的,这次不知道能不能先睹为快。nvidia公司在其网站给出了18、30、38章供下载。
下面是它的书目:
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
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
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 Sampling
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
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
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
