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GPU Pro 7 (2016)
The GPU Pro: Advanced Rendering Techniques book series covers ready-to-use ideas and procedures that can solve many of your daily graphics-programming challenges. The third book in the series wouldn’t have been possible without the help of many people. First, I would like to thank the section editors for the fantastic job they did. The work of Wessam Bahnassi, Sebastien St-Laurent, Carsten Dachsbacher, and Christopher Oat ensured that the quality of the series meets the expectations of our readers. The great cover screenshots have been provided courtesy of Crytek, GmbH. You can find the article on CryENGINE 3 on page 133. The team at A K Peters made the whole project happen. I want to thank Alice and Klaus Peters, Sarah Chow, and the entire production team, who took the articles and made them into a book. Special thanks go out to our families and friends, who spent many evenings and weekends without us during the long book production cycle. I hope you have as much fun reading the book as we had creating it. —Wolfgang Engel
2018-04-01
GPU Pro 5 (2014)
The GPU Pro: Advanced Rendering Techniques book series covers ready-to-use ideas and procedures that can solve many of your daily graphics-programming challenges. The third book in the series wouldn’t have been possible without the help of many people. First, I would like to thank the section editors for the fantastic job they did. The work of Wessam Bahnassi, Sebastien St-Laurent, Carsten Dachsbacher, and Christopher Oat ensured that the quality of the series meets the expectations of our readers. The great cover screenshots have been provided courtesy of Crytek, GmbH. You can find the article on CryENGINE 3 on page 133. The team at A K Peters made the whole project happen. I want to thank Alice and Klaus Peters, Sarah Chow, and the entire production team, who took the articles and made them into a book. Special thanks go out to our families and friends, who spent many evenings and weekends without us during the long book production cycle. I hope you have as much fun reading the book as we had creating it. —Wolfgang Engel
2018-04-01
GPU Pro 4 (2013)
The GPU Pro: Advanced Rendering Techniques book series covers ready-to-use ideas and procedures that can solve many of your daily graphics-programming challenges. The third book in the series wouldn’t have been possible without the help of many people. First, I would like to thank the section editors for the fantastic job they did. The work of Wessam Bahnassi, Sebastien St-Laurent, Carsten Dachsbacher, and Christopher Oat ensured that the quality of the series meets the expectations of our readers. The great cover screenshots have been provided courtesy of Crytek, GmbH. You can find the article on CryENGINE 3 on page 133. The team at A K Peters made the whole project happen. I want to thank Alice and Klaus Peters, Sarah Chow, and the entire production team, who took the articles and made them into a book. Special thanks go out to our families and friends, who spent many evenings and weekends without us during the long book production cycle. I hope you have as much fun reading the book as we had creating it. —Wolfgang Engel
2018-04-01
GPU Pro 3 (2012)
The GPU Pro: Advanced Rendering Techniques book series covers ready-to-use ideas and procedures that can solve many of your daily graphics-programming challenges. The third book in the series wouldn’t have been possible without the help of many people. First, I would like to thank the section editors for the fantastic job they did. The work of Wessam Bahnassi, Sebastien St-Laurent, Carsten Dachsbacher, and Christopher Oat ensured that the quality of the series meets the expectations of our readers. The great cover screenshots have been provided courtesy of Crytek, GmbH. You can find the article on CryENGINE 3 on page 133. The team at A K Peters made the whole project happen. I want to thank Alice and Klaus Peters, Sarah Chow, and the entire production team, who took the articles and made them into a book. Special thanks go out to our families and friends, who spent many evenings and weekends without us during the long book production cycle. I hope you have as much fun reading the book as we had creating it. —Wolfgang Engel
2018-04-01
GPU Pro 2 (2011)
The GPU Pro: Advanced Rendering Techniques book series covers ready-to-use ideas and procedures that can solve many of your daily graphics-programming challenges. The second book in the series wouldn’t have been possible without the help of many people. First, I would like to thank the section editors for the fantastic job they did. The work of Wessam Bahnassi, Sebastien St Laurent, Carsten Dachsbacher, Christopher Oat, and Kristof Beets ensured that the quality of the series meets the expectations of our readers. The great cover screenshots were taken from Fable III. I would like to thank Fernando Navarro from Microsoft Game Studios for helping us get the permissions to use those shots. You will find the Fable III-related article about morphological antialiasing in this book. The team at A K Peters made the whole project happen. I want to thank Alice and Klaus Peters, Sarah Cutler, and the entire production team, who took the articles and made them into a book. Special thanks go out to our families and friends, who spent many evenings and weekends without us during the long book production cycle. I hope you have as much fun reading the book as we had creating it.
—Wolfgang Engel
2018-04-01
GPU Pro(2010)
The GPU Pro: Advanced Rendering Techniques book series covers ready-to-use ideas and procedures that can solve many of your daily graphics-programming challenges. The first book in the series wouldn’t have been possible without the help of many people. First of all I would like to thank the section editors for the fantastic job they did. The work of Wessam Bahnassi, Sebastien St. Laurent, NatalyaTatarchuk,CarstenDachsbacher,MatthiasWloka, ChristopherOat, and Sam Martin ensuresthat the qualityof the seriesstands up to the expectations of ourreaders. ThegreatcoverscreenshotsweretakenfromCall of Juarez: Bound in Blood. I would like to thank Techland for allowingus to use those shots. You will also find a postmortem of this game in the book. The team at A K Peters made the whole project happen. I want to thank Alice and Klaus Peters, Charlotte Henderson, andthe wholeproductionteam, whotookthe articlesandmadethem into a book. Special thanks go out to our families and friends, who spent many evenings and weekends during the long book production cycle without us. I hope you have as much fun reading the book as we had creating it.
—Wolfgang Engel
2018-04-01
设计模式:可复用面向对象软件的基础.pdf
C++ GOF
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2018-03-14
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