Real-Time RenderingCRC 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.
|
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 |
1003 | |
Autres éditions - Tout afficher
Real-Time Rendering, Third Edition Tomas Akenine-Möller,Eric Haines,Naty Hoffman Aucun aperçu disponible - 2008 |