Real-time rendering

Real-time rendering

by Möller, Tomas

Type Book
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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 a…

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Title Statements

  • Full title :Real-time rendering / Tomas Akenine-Möller, Eric Haines, Naty Hoffman.

Summary

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.

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Edition Statements

  • Publication Date:©2008
  • Edition:Third edition

Publication Statements

  • Publisher(s):CRC Press
  • Place of Publication:Boca Raton, FL
  • Language:eng
  • Publication Date:©2008

The Physical Object

  • Description:1 online resource (xviii, 1027 pages) : : illustrations

Edition Identifiers

  • ISBN:9781466561762, 1466561769, 9781439865293, 1439865299, 1568814240, 9781568814247
  • oclc:on1029627095
  • LC Classification:T385
  • Dewey Decimal:006.693

Table of Contents

Introduction -- The graphics rendering pipeline -- The graphics processing unit -- Transforms -- Visual appearance -- Texturing -- Advanced shading -- Area and environmental lighting -- Global illumination -- Image-based effects -- Non-photorealistic rendering -- Polygonal techniques -- Curves and curved surfaces -- Acceleration algorithms -- Pipeline optimization -- Intersection test methods -- Collision detection -- Graphics hardware -- The future.

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  • Real-Time Rendering, Third Edition -- (.djvu)

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  • Real-Time Rendering, Third Edition -- (.djvu)

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  • Real-Time Rendering, Third Edition -- (.pdf)

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  • Direct3D 12编程指南 -- (.pdf)

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