저자 정보 - David Pangerl
www.gpgstudy.com
David Pangerl. David Pangerl. 쓴 글. GPU Pro: 고급 렌더링 기법 · 8.4, DirectX 9를 위한 실용적인 스레드 렌더링. GPG 스터디.
Gpu Pro 5 - Engel Wolfgang (Curatore) | Libro A K Peters/ ...hoepli.it
www.hoepli.it
... Wolfgang Engel, Nicolas Thibieroz, Jason Yang, and Jason LacroixWire Anti-Aliasing Emil Persson Image Space Screen Space Grass David Pangerl Screen ...
bokus.com: GPU Pro Advanced Rendering Techniques - W Engel - Bok ( )...
Köp GPU Pro Advanced Rendering Techniques av W Engel. Skickas inom vardagar. Fri frakt över 199 kr. Välkommen till Bokus bokhandel!
Graphics and Game Gems Database - David Pangerl
www.gameenginegems.com
Articles by David Pangerl. Practical Thread Rendering for DirectX 9. David Pangerl. GPU Pro, Pages 541–546. Screen-Space Grass. David Pangerl. GPU Pro
3D Engine Design for Virtual Globes
books.google.ca
... David Pangerl. “Practical Thread Rendering for DirectX 9.” In GPU Pro, edited by Wolfgang Engel. Natick, MA: A K Peters, Ltd., Available at http://www ...
GPU Pro: Advanced Rendering TechniquesTolino
api.pageplace.de
... David Pangerl, presents a GPU-based algorithm to dynamically modify terrain topology and synchronize the changes with a physics simulation. The next article David Pangerl, presents a GPU-based algorithm to dynamically modify terrain topology and synchronize the changes with a physics simulation. The next article ...
Gpu Pro : Advanced Rendering Techniques [PDF] - VDOC.PUB
vdoc.pub
... Wojciech Sterna Practical Thread Rendering for DirectX 9, David Pangerl GAME POSTMORTEMS, Matthias Wloka Stylized Rendering in Spore, Shalin Shodhan and ... › Computers
Alle Infos zum Namen "David Pangerl"
1: Dynamic GPU Terrain | 5 | David Pangerl | Taylor & Frantaylorfrancis.com
www.taylorfrancis.com
von D Pangerl · · Zitiert von: 1 — 1: Dynamic GPU Terrain. DOI link for 1: Dynamic GPU Terrain. 1: Dynamic GPU Terrain. ByDavid Pangerl. BookGPU Pro 6. Click here to navigate to parent product ... von D Pangerl · · Zitiert von: 1 — 1: Dynamic GPU Terrain. DOI link for 1: Dynamic GPU Terrain. 1: Dynamic GPU Terrain. ByDavid Pangerl. BookGPU Pro 6. Click here to navigate to parent product ...
Screen-Space Grass | 17 | GPU Pro 5 | David Pangerltaylorfrancis.com
www.taylorfrancis.com
von D Pangerl · · Zitiert von: 1 — Screen-Space Grass. DOI link for Screen-Space Grass. Screen-Space Grass. ByDavid Pangerl. BookGPU Pro 5. Click here to navigate to parent product. Edition 1st ... von D Pangerl · · Zitiert von: 1 — Screen-Space Grass. DOI link for Screen-Space Grass. Screen-Space Grass. ByDavid Pangerl. BookGPU Pro 5. Click here to navigate to parent product. Edition 1st ...
GPU Books Tables of ContentsTartu Ülikool
cgvr.cs.ut.ee
GPU Pro 6 (2015) · Geometry (Wolfgang Engel). Dynamic GPU Terrain by David Pangerl · Rendering (Christopher Oat) · Lighting (Michal Valient) · Shadows (Wolfgang ...
Graphics and Game Gems Database - Screen-Space Grass
www.gameenginegems.net
Citation: David Pangerl. “Screen-Space Grass”. In GPU Pro 5, CRC Press, 2014, pp. 221–232. BibTeX entry: @incollection{ref,. author = {David Pangerl},.
GPU Pro: Advanced Rendering TechniquesKogan.com
www.kogan.com
Practical Thread Rendering for DirectX 9, David Pangerl. GAME POSTMORTEMS, Matthias Wloka Stylized Rendering in Spore, Shalin Shodhan and Andrew Willmott
Graphics and Game Gems Database - Practical Thread Rendering for...
www.gameenginegems.net
Pages: 541–546. Citation: David Pangerl. “Practical Thread Rendering for DirectX 9”. In GPU Pro, A K Peters, 2010, pp. 541–546. BibTeX entry ...
GPU pro 5 : advanced rendering techniqueslink.liverpool.ac.uk › portal › aGRpMozrOvs
link.liverpool.ac.uk
... Wire Anti-Aliasing Emil Persson Image Space ; Screen Space Grass David Pangerl ; Screen Space Deformable Meshes via CSG with Per-Pixel Linked Lists João ...
Graphics and Game Gems Database - GPU Pro 6www.gameenginegems.net › gemsdb › book
www.gameenginegems.net
David Pangerl. Pages 3–17. Bandwidth-Efficient Procedural Meshes in the GPU via Tessellation · Gustavo Bastos Nunes, João Lucas Guberman Raza. Pages 19–25.
JH Libraries
catalyst.library.jhu.edu
... vegetation using GPU programs / r| Ali Botorabi -- t| ZT-buffer algorithm / r| David Pangerl -- t| Real-time depth-of-field implemented with a postprocessing- only ...
Graphics Programming: Direct3D
www.aiwisdom.com
Practical Thread Rendering for DirectX 9. David Pangerl GPU Pro". Deferred Shading with Multisampling Anti-Aliasing in DirectX 10. Nicolas Thibieroz › ...
Graphics and Game Gems Database - GPU Pro 5
gameenginegems.com
David Pangerl. Pages 221–232. Screen-Space Deformable Meshes via CSG with Per-Pixel Linked Lists · João Lucas Guberman Raza, Gustavo Nunes. Pages 233–240. › book
Image Space - GPU Pro: Advanced Rendering Techniques
what-when-how.com
Our first chapter, “Screen-Space Grass” by David Pangerl, describes an e-. cient and unique method for drawing background grass. This technique utilizes. › GPU-...
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