Real-Time Rendering, Fourth Edition

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Real-Time Rendering, Fourth Edition

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ISBN: 9781138627000
作者: Tomas Akenine-Möller / Eric Haines / Naty Hoffman
出版社: A K Peters/CRC Press
发行时间: 2018 -8
装订: 平装
价格: USD 89.95
页数: 1198

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Tomas Akenine-Möller / Eric Haines   

简介

Thoroughly updated, this fourth 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. New to this edition: new chapter on VR and AR as well as expanded coverage of Visual Appearance, Advanced Shading, Global Illumination, and Curves and Curved Surfaces.

contents

The rest of this page is dedicated to providing information related to the book's contents: new techniques, worthwhile websites, etc. This page is organized into categories based on the table of contents. We also have a portal page that is an extremely condensed set of some of the best links available, as well as API-specific resources.
Chapter 1 Introduction
Chapter 2 The Graphics Rendering Pipeline
Chapter 3 The Graphics Processing Unit
Chapter 4 Transforms
Chapter 5 Shading Basics
Chapter 6 Texturing
Chapter 7 Shadows
Chapter 8 Light and Color
Chapter 9 Physically Based Shading
Chapter 10 Local Illumination
Chapter 11 Global Illumination
Chapter 12 Image-Space Effects
Chapter 13 Beyond Polygons
Chapter 14 Volumetric and Translucency Rendering
Chapter 15 Non-Photorealistic Rendering
Chapter 16 Polygonal Techniques
Chapter 17 Curves and Curved Surfaces
Chapter 18 Pipeline Optimization
Chapter 19 Acceleration Algorithms
Chapter 20 Efficient Shading
Chapter 21 Virtual and Augmented Reality
Chapter 22 Intersection Test Methods
Chapter 23 Graphics Hardware
Chapter 24 The Future
Chapter 25 Collision Detection (download chapter)
Chapter 26 Real-Time Ray Tracing (download chapter (soon!))
Linear Algebra (download chapter)
Trigonometry (download chapter)
Bibliography (page link)

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