Real-Time Rendering

Couverture
CRC Press, 18 janv. 2019 - 1045 pages

Thoroughly revised, this third edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used in games and other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style. The authors have made the figures used in the book available for download for fair use.:Download Figures.

Reviews

Rendering has been a required reference for professional graphics practitioners for nearly a decade. This latest edition is as relevant as ever, covering topics from essential mathematical foundations to advanced techniques used by today’s cutting edge games.
-- Gabe Newell, President, Valve, May 2008


Rendering ... has been completely revised and revamped for its updated third edition, which focuses on modern techniques used to generate three-dimensional images in a fraction of the time old processes took. From practical rendering for games to math and details for better interactive applications, it's not to be missed.
-- The Bookwatch, November 2008


You'll get brilliantly lucid explanations of concepts like vertex morphing and variance shadow mapping—as well as a new respect for the incredible craftsmanship that goes into today's PC games.
-- Logan Decker, PC Gamer Magazine , February 2009

 

Table des matières

1 Introduction
1
2 The Graphics Rendering Pipeline
11
3 The Graphics Processing Unit
29
4 Transforms
53
5 Visual Appearance
99
6 Texturing
147
7 Advanced Shading
201
8 Area and Environmental Lighting
285
13 Curves and Curved Surfaces
575
14 Acceleration Algorithms
645
15 Pipeline Optimization
697
16 Intersection Test Methods
725
17 Collision Detection
793
18 Graphics Hardware
829
19 The Future
879
Some Linear Algebra
889

9 Global Illumination
327
10 ImageBased Effects
439
11 NonPhotorealistic Rendering
507
12 Polygonal Techniques
531
Trigonometry
913
Bibliography
921
Index
1003
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