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Discover (Random Books)

A Primer on Memory Consistency and Cache Coherence, Second Edition

A Primer on Memory Consistency and Cache Coherence, Second Edition

Vijay Nagarajan & Daniel J. Sorin & Mark D. Hill & David A. Wood

Artificial Intelligence for Games

Artificial Intelligence for Games

Millington, Ian.

Category Theory for Programmers

Category Theory for Programmers

Bartosz Milewski

Modern C++ Design

Modern C++ Design

Addison Wesley

Category: 渲染

3D Graphics Rendering Cookbook - A comprehensive guide to exploring rendering algorithms in modern OpenGL & Vulkan

3D Graphics Rendering Cookbook - A comprehensive guide to exploring ...

Sergey Kosarevsky, Viktor Latypov

Ray Tracing Gems II Next Generation Real-Time Rendering with Dxr, Vulkan, and Optix (Adam Marrs Peter Shirley Ingo Wald) (Z-Library)

Ray Tracing Gems II Next Generation Real-Time Rendering with ...

Adam Marrs, Peter Shirley, Ingo Wald

ray tracing gems (2)

Computer Graphics Programming in OpenGL with C++, Second Edition

Computer Graphics Programming in OpenGL with C++, Second Edition

V. Scott Gordon/ John Clevenger

DirectX 12 3D 游戏开发实战

DirectX 12 3D 游戏开发实战

Frank D. Luna

Computer Graphics Programming in OpenGL with C++

Computer Graphics Programming in OpenGL with C++

V. Scott Gordon, John Clevenger

Ray Tracing Gems High-Quality and Real-Time Rendering with DXR and Other APIs

Ray Tracing Gems High-Quality and Real-Time Rendering with DXR ...

Eric Haines, Tomas Akenine-Möller

ray tracing gems (1)

Real-Time 3D Graphics with WebGL 2

Real-Time 3D Graphics with WebGL 2

Farhad Ghayour, Diego Cantor

GPU PRO 360 Guide to GPGPU

GPU PRO 360 Guide to GPGPU

Wolfgang Engel

Real-Time Rendering Fourth Edition

Real-Time Rendering Fourth Edition

Tomas Akenine-M oller,Eric Haines,Naty Hoffman,Angelo Pesce,Michal ...

OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 4.5 with SPIR-V

OpenGL Programming Guide: The Official Guide to Learning OpenGL, ...

John Kessenich , Graham Sellers, Dave Shreiner

GPU精粹2

GPU精粹2

Matt Pharr

GPU Gems (2)

GPU精粹

GPU精粹

Randima Fernardo

GPU Gems (1)

GPU精粹3

GPU精粹3

Hubert Nguyen

GPU Gems (3)

齐次空间裁切

齐次空间裁切

Gil Gribb

Practical Rendering and Computation with Direct3D 11

Practical Rendering and Computation with Direct3D 11

Jason Zink, Matt Pettineo, Jack Hoxley

Physically Based Rendering, Third Edition From Theory to Implementation

Physically Based Rendering, Third Edition From Theory to Implementation

Matt Pharr & Wenzel Jakob & Greg Humphreys

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