- Inbunden (Hardback)
- Antal sidor
- 4 New edition
- CRC Press
- color 119 Halftones 584 Halftones black and white
- 584 Halftones, color; 119 Halftones, black and white
- 247 x 203 x 50 mm
- Antal komponenter
- 2004 g
Du kanske gillar
Real-Time Rendering, Fourth Edition
Fri frakt inom Sverige för privatpersoner.
Fler böcker av författarna
Ray Tracing Gems
Eric Haines, Tomas Akenine-Moller
This book is a must-have for anyone serious about rendering in real time. With the announcement of new ray tracing APIs and hardware to support them, developers can easily create real-time applications with ray tracing as a core component. As ray ...
Tomas Akenine-Moller, Eric Haines, Naty Hoffman
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 ov...
Bloggat om Real-Time Rendering, Fourth Edition
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). Angelo Pesce currently serves as a Technical Director for Activision Central Technology where he helps the Call of Duty studios with rendering R&D. His interest in Computer Graphics started in his teens by joining the demoscene community. In the past he has worked on rendering solutions for companies such as Milestone, Electronic Arts, Capcom and Relic Entertainment. Sebastien Hillaire is a senior rendering engineer pushing visual quality, performance and workflows within the Frostbite team at Electronic Arts. He obtained his PhD in Computer Science from the French National Institute of Applied Science in 2010, during which he focused on using gaze tracking to enhance virtual reality user experiences. Michal Iwanicki currently works as a Technical Director in Activision Central Technology group, where he focuses on graphics related research. He worked on rendering and engine code for games in The Witcher, The Last of Us, and the Call of Duty series
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 Effcient Shading chapter 21 Virtual and Augmented Reality chapter 22 Intersection Test Methods chapter 23 Graphics Hardware chapter 24 The Future