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Real-Time Rendering, Fourth Edition
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Real-Time Rendering, Fourth Edition

Real-Time Rendering, Fourth Edition

Tomas / Haines Akenine-Moller

1178 pages, parution le 08/08/2018

Résumé

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.

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 E ects

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 Effcient Shading

chapter 21 Virtual and Augmented Reality

chapter 22 Intersection Test Methods

chapter 23 Graphics Hardware

chapter 24 The Future

Tomas Akenine-Moeller is a professor in computer science with specialization in computer graphics and image processing at the Department of Computer Science, Lund University, Sweden. Over the past years, I've built my own computer graphics group, LUGG (Lund University Graphics Group). Eric Haines currently works at NVIDIA on interactive ray tracing. He cofounded the Journal of Graphics Tools and the Journal of Computer Graphics Techniques. He is also the creator and lecturer for the Udacity MOOC Interactive 3D Graphics. Naty Hoffman is currently Principal Engineer & Architect at Lucasfilm's Advanced Development Group. Previously he was Vice President of Technology at 2K. Prior to that he was employed at Activision (working on graphics R&D for various titles, including the Call of Duty series), SCEA Santa Monica Studio (coding graphics technology for God of War III), Naughty Dog (developing PS3 first-party libraries), Westwood Studios (leading graphics development on Earth and Beyond) and Intel (driving Pentium pipeline modifications and assisting the SSE / SSE2 instruction set definition).

Caractéristiques techniques

  PAPIER
Éditeur(s) Taylor&francis
Auteur(s) Tomas / Haines Akenine-Moller
Parution 08/08/2018
Nb. de pages 1178
EAN13 9781138627000

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