Record ID | marc_columbia/Columbia-extract-20221130-034.mrc:23445403:4149 |
Source | marc_columbia |
Download Link | /show-records/marc_columbia/Columbia-extract-20221130-034.mrc:23445403:4149?format=raw |
LEADER: 04149cam a2200817Ia 4500
001 16644552
005 20220723230608.0
006 m o d
007 cr cnu---unuuu
008 120301t20122012flu ob 000 0 eng d
010 $a 2011043868
035 $a(OCoLC)ocn778783359
035 $a(NNC)16644552
040 $aN$T$beng$epn$cN$T$dE7B$dEBLCP$dYDXCP$dCDX$dSTF$dIDEBK$dOCLCQ$dVLB$dDEBSZ$dOCLCQ$dUMI$dOCLCA$dOCLCQ$dCRCPR$dOCLCQ$dNLE$dOCLCQ$dMOR$dOCLCQ$dMERUC$dOCLCQ$dUAB$dCOO$dOCLCA$dCUS$dOCLCF$dOCLCQ$dCEF$dOCLCQ$dUKMGB$dWYU$dYDX$dTYFRS$dOCLCQ$dOCLCA$dUKAHL$dOCLCQ$dVT2$dK6U$dOCLCO
015 $aGBB7A1094$2bnb
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020 $a9781439887820$q(electronic bk.)
020 $a1439887829$q(electronic bk.)
020 $a9781439887943$q(electronic bk.)
020 $a1439887942$q(electronic bk.)
020 $a1283596547
020 $a9781283596541
020 $z9781439887820
020 $z1439887829
035 $a(OCoLC)778783359$z(OCoLC)778434867$z(OCoLC)810317846$z(OCoLC)817812278$z(OCoLC)859887457$z(OCoLC)861618454$z(OCoLC)1066014688$z(OCoLC)1086434694$z(OCoLC)1152977754$z(OCoLC)1192327789$z(OCoLC)1240511522
037 $aCL0500000325$bSafari Books Online
050 4 $aT385$b.G6886 2011eb
072 7 $aCOM$x012050$2bisacsh
072 7 $aCOM$x087020$2bisacsh
072 7 $aPHO$x024000$2bisacsh
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082 04 $a006.6/8$223
084 $aCOM012000$aCOM012040$2bisacsh
049 $aZCUA
245 00 $aGPU Pro 3 :$badvanced rendering techniques /$cedited by Wolfgang Engel.
246 30 $aGPU Pro three
264 1 $aBoca Raton, FL :$bA K Peters/CRC Press,$c[2012]
264 4 $c©2012
300 $a1 online resource
336 $atext$btxt$2rdacontent
337 $acomputer$bc$2rdamedia
338 $aonline resource$bcr$2rdacarrier
520 $a"This book explores the latest developments in advanced rendering techniques in interactive media and games that run on the DirectX or OpenGL run-times or any other run-time with any language available. It covers geometry manipulation, handheld devices programming, effects in image space, shadows, 3D engine design, and environmental effects. A dedicated section on general purpose GPU programming focuses on CUDA, DirectCompute, and OpenCL examples. The book also provides tips on how to render real-time special effects and visualize data on common consumer software platforms"--$cProvided by publisher.
504 $aIncludes bibliographical references.
588 0 $aPrint version record.
505 0 $aI. Geometry manipulation -- II. Rendering -- III. Global illumination effects -- IV. Shadows -- V. 3D Engine Design -- VI. GPGPU.
650 0 $aRendering (Computer graphics)
650 0 $aGraphics processing units$xProgramming.
650 0 $aComputer graphics.
650 0 $aReal-time data processing.
650 6 $aRendu (Infographie)
650 6 $aProcesseurs graphiques$xProgrammation.
650 6 $aInfographie.
650 6 $aTemps réel (Informatique)
650 7 $acomputer graphics.$2aat
650 7 $aCOMPUTERS$xComputer Graphics.$2bisacsh
650 7 $aCOMPUTERS$xProgramming$xGames.$2bisacsh
650 7 $aCOMPUTERS$xImage Processing.$2bisacsh
650 7 $aCOMPUTERS$xDigital Media$xGraphics Applications.$2bisacsh
650 7 $aPHOTOGRAPHY$xTechniques$xDigital.$2bisacsh
650 7 $aTECHNOLOGY & ENGINEERING$xImaging Systems.$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.
700 1 $aEngel, Wolfgang F.
776 08 $iPrint version:$tGPU Pro 3.$dBoca Raton, FL : A K Peters/CRC Press, 2012$z9781439887943$w(DLC) 2011043868$w(OCoLC)757931623
856 40 $uhttp://www.columbia.edu/cgi-bin/cul/resolve?clio16644552$zTaylor & Francis eBooks
852 8 $blweb$hEBOOKS