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Viser: Real-Time Rendering

Real-Time Rendering

Real-Time Rendering

Tomas Akenine-Moller, Eric Haines og Naty Hoffman
(2008)
Sprog: Engelsk
A K Peters, Limited
1.299,00 kr.
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Detaljer om varen

  • Hardback: 1045 sider
  • Udgiver: A K Peters, Limited (September 2008)
  • Forfattere: Tomas Akenine-Moller, Eric Haines og Naty Hoffman
  • ISBN: 9781568814247

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. 
       -- Gabe Newell, President, Valve, May 2008


Rendering ... has been completely revised and revamped for its updated third edition, which focuses on modern techniques used to generate three-dimensional images in a fraction of the time old processes took. From practical rendering for games to math and details for better interactive applications, it's not to be missed. 
       -- The Bookwatch, November 2008


You'll get brilliantly lucid explanations of concepts like vertex morphing and variance shadow mapping--as well as a new respect for the incredible craftsmanship that goes into today's PC games. 
       -- Logan Decker, PC Gamer Magazine , February 2009

>       -- Gabe Newell, President, Valve, May 2008


Rendering ... has been completely revised and revamped for its updated third edition, which focuses on modern techniques used to generate three-dimensional images in a fraction of the time old processes took. From practical rendering for games to math and details for better interactive applications, it's not to be missed. 
       -- The Bookwatch, November 2008


You'll get brilliantly lucid explanations of concepts like vertex morphing and variance shadow mapping--as well as a new respect for the incredible craftsmanship that goes into today's PC games. 
       -- Logan Decker, PC Gamer Magazine , February 2009

Introduction, The Graphics Rendering Pipeline, The Graphics Processing Unit, Transforms, Visual Apprearence, Texturing, Advanced Shading, Area and Environmental Lighting, Global Illumination, Image-Based effects, Non-Photorealsitic Rednering, Polygonal Techniques, Curves and Curved Surfaces, Acceleration Algorithms, Pipeline Optimization, Intersection Test Methods, Collision Detection, Graphics Hardware, The Future, Some Linear Algebra, Trigonometry, Blibliography.
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