This book presents techniques to render photo-realistic images by programming the Graphics Processing Unit (GPU). We discuss effects such as mirror reflections, refractions, caustics, diffuse or glossy indirect illumination, radiosity, single or multiple scattering in participating media, tone reproduction, glow, and depth of field. The book targets game developers, graphics programmers, and also students with some basic understanding of computer graphics algorithms, rendering APIs like Direct3D or OpenGL, and shader programming. In order to make the book self-contained, the most important concepts of local illumination and global illumination rendering, graphics hardware, and Direct3D/HLSL programming are reviewed in the first chapters. After these introductory chapters we warm up with simple methods including shadow and environment mapping, then we move on toward advanced concepts aiming at global illumination rendering. Since it would have been impossible to give a rigorous review of all approaches proposed in this field, we go into the details of just a few methods solving each particular global illumination effect. However, a short discussion of the state of the art and links to the bibliography are also provided to refer the interested reader to techniques that are not detailed in this book. The implementation of the selected methods is also presented in HLSL, and we discuss their observed performance, merits, and disadvantages. In the last chapter, we also review how these techniques can be integrated in an advanced game engine and present case studies of their exploitation in games. Having gone through this book, the reader will have an overview of the state of the art, will be able to apply and improve these techniques, and most importantly, will be capable of developing brand new GPU algorithms. Table of Contents: Global Illumintation Rendering / Local Illumination Rendering Pipeline of GPUs / Programming and Controlling GPUs / Simple Improvements of the Local Illumination Model / Ray Casting on the GPU / Specular Effects with Rasterization / Diffuse and Glossy Indirect Illumination / Pre-computation Aided Global Illumination / Participating Media Rendering / Fake Global Illumination / Postprocessing Effects / Integrating GI Effects in Games and Virtual Reality Systems / Bibliography
The immediate purpose of this handbook is to aid further research by stating, in a form providing handy reference, the facts concerning the Communist ideology in Hungary Following a narrative of the vicissitudes of that ideology prior to its power-phase - intended as a general introduction contributing to the proper assessment of the 1945-1965 period, which is the main concern of this book - the essential and relevant facts concerning the events, issues, organizations and opinions which have shaped post-war Hungarian Marxism Leninism are set out without indulging in lengthy commentaries and personal value-judgements. (Since even the 1956 revolution is treated thus - perhaps the most important, and certainly the most controversial single event of the above period - I should add that the reader interested in finding a detailed analysis and evaluation of the ideological relevance of that event may refer to my Individualism Collectivism and Political Power, The Hague, 1963, pp. 111-140. ) Despite the specificity of much of the data, sufficient translations of Hungarian titles, names and terms have been provided to render the present book useful for the investigator regardless of whether or not he reads Hungarian. But the fundamental purpose of this volume is to make a modest contribution to East-West understanding. It has arisen from the belief that the lessening of world-tensions is best served by understanding, and understanding is best served by objective information.
This book presents techniques to render photo-realistic images by programming the Graphics Processing Unit (GPU). We discuss effects such as mirror reflections, refractions, caustics, diffuse or glossy indirect illumination, radiosity, single or multiple scattering in participating media, tone reproduction, glow, and depth of field. The book targets game developers, graphics programmers, and also students with some basic understanding of computer graphics algorithms, rendering APIs like Direct3D or OpenGL, and shader programming. In order to make the book self-contained, the most important concepts of local illumination and global illumination rendering, graphics hardware, and Direct3D/HLSL programming are reviewed in the first chapters. After these introductory chapters we warm up with simple methods including shadow and environment mapping, then we move on toward advanced concepts aiming at global illumination rendering. Since it would have been impossible to give a rigorous review of all approaches proposed in this field, we go into the details of just a few methods solving each particular global illumination effect. However, a short discussion of the state of the art and links to the bibliography are also provided to refer the interested reader to techniques that are not detailed in this book. The implementation of the selected methods is also presented in HLSL, and we discuss their observed performance, merits, and disadvantages. In the last chapter, we also review how these techniques can be integrated in an advanced game engine and present case studies of their exploitation in games. Having gone through this book, the reader will have an overview of the state of the art, will be able to apply and improve these techniques, and most importantly, will be capable of developing brand new GPU algorithms. Table of Contents: Global Illumintation Rendering / Local Illumination Rendering Pipeline of GPUs / Programming and Controlling GPUs / Simple Improvements of the Local Illumination Model / Ray Casting on the GPU / Specular Effects with Rasterization / Diffuse and Glossy Indirect Illumination / Pre-computation Aided Global Illumination / Participating Media Rendering / Fake Global Illumination / Postprocessing Effects / Integrating GI Effects in Games and Virtual Reality Systems / Bibliography
It is 2050. Hungary has gone through another parliamentary election and the Prime Minister has his work cut out. There are now nearly a million Muslims in the country, and nearly half of them are of Arab origin. The number of Hungarians has fallen below eight million. In the Arabian Peninsula mathematical models have been used for half a century to plan the future. Nothing can happen without foresight. It is time for the Dynasty to act. Something is going on in the background, but no one can see all the pieces of the puzzle. László Zsitvai, the newly appointed national security adviser is trying to steer the course so that everything works in his favour. Meanwhile, Mariann Siroki, a psychologist who has converted to Islam is putting forward a theory in Budapest that will fundamentally change the war on terror. But terrorists change tactics too, and she must find a second way. But in the actual theatre of the war on terror the streets are increasingly chaotic. Lieutenant Hamza is a police sniper. He does not work on principles and theories, but steps out into the harsh reality every day. And he has to pull the trigger. The geopolitical dilemmas are part of a couple's daily life and they have to decide at the level of the ordinary man: what to do next? Should they bow to power? Can global politics be changed? Or must they simply save their own lives? Because perhaps there is no other way...
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