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008 110310s2006 maua sb 001 0 eng d
020 _a9781439864296 (ebook : PDF)
040 _aFlBoTFG
_cFlBoTFG
090 _aT385
_b.R43414 2006
092 _a006.693
_bR288
245 0 0 _aReal-time volume graphics
_h[electronic resource] /
_cKlaus Engel ... [et al.].
260 _aWellesley, Mass. :
_bA.K. Peters, Ltd.,
_cc2006.
300 _axvii, 497 p. :
_bill. (some col.).
504 _aIncludes bibliographical references (p. 461-488) and index.
505 0 _a1. Theoretical background and basic approaches -- 2. GPU programming -- 3. Basic GPU-based volume rendering -- 4. Transfer functions -- 5. Local volume illumination -- 6. Global volume illumination -- 7. GPU-based ray casting -- 8. Improving performance -- 9. Improving image quality -- 10. Transfer functions reloaded -- 11. Game developer's guide to volume graphics -- 12. Volume modeling -- 13. Volume deformation and animation -- 14. Non-photorealistic and illustrative techniques -- 15. Volume clipping -- 16. Segmented volume data -- 17. Large volume data.
530 _aAlso available in print edition.
538 _aMode of access: World Wide Web.
650 0 _aComputer graphics.
650 0 _aThree-dimensional display systems.
655 7 _aElectronic books.
_2lcsh
700 1 _aEngel, Klaus,
_d1969-
776 1 _z1568812663
776 1 _z9781568812663
856 4 0 _uhttp://marc.crcnetbase.com/isbn/9781439864296
_qapplication/PDF
_zDistributed by publisher. Purchase or institutional license may be required for access.
999 _c15861
_d15861