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 …

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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."--Jacket.

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Edition Statements

  • Publication Date:©2008.
  • Edition:3rd ed

Publication Statements

  • Publisher(s):AK Peters
  • Place of Publication:Wellesley, Mass
  • Language:eng
  • Publication Date:©2008.

The Physical Object

  • Description:xviii, 1027 pages : : illustrations (some color) ; : 24 cm

Edition Identifiers

  • ISBN:9781568814247, 1568814240
  • oclc:ocn213765720
  • LC Classification:T385
  • Dewey Decimal:006.6/773

Table of Contents

1. Introduction -- 2. The graphics rendering pipeline -- 3. The graphics processing unit -- 4. Transforms -- 5. Visual appearance -- 6. Texturing -- 7. Advanced shading -- 8. Area and environmental lighting -- 9. Global illumination -- 10. Image-based effects -- 11. Non-photorealistic rendering -- 12. Polygonal techniques -- 13. Curves and curved surfaces -- 14. Acceleration algorithms -- 15. Pipeline optimization -- 16. Intersection test methods -- 17. Collision detection -- 18. Graphics hardware -- 19. The future.

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  • Real-time rendering -- (.djvu)

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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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