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GPU PRO 3
book

GPU PRO 3

by Wolfgang Engel
February 2012
Intermediate to advanced
408 pages
12h 24m
English
A K Peters/CRC Press
Content preview from GPU PRO 3
Contents
Acknowledgments xiii
Web Materials xv
I Geometry Manipulation 1
Wolfgang Engel, editor
1 Vertex Shader Tessellation 3
Holger Gruen
1.1 Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
1.2 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
1.3 The Basic Vertex Shader Tessellation Algorithm . . . . . . . . 4
1.4 Per-Edge Fractional Tessellation Factors . . . . . . . . . . . . . 7
1.5 Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Bibliography . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
2 Real-Time Deformable Terrain Rendering with DirectX 11 13
Egor Yusov
2.1
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Publisher Resources

ISBN: 9781439887943