Real-Time Rendering, Fourth Edition

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Real-Time Rendering, Fourth Edition

作者:TomasAkenine-Möller/EricHaines/NatyHoffman

出版社:AKPeters/CRCPress

出版年:2018-8-6

页数:1198

定价:USD89.95

装帧:平装

ISBN:9781138627000

内容简介
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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.

作者简介
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Tomas Akenine-Möller 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.

Michał 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

目录
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The rest of this page is dedicated to providing information related to the book's contents: new techniques, worthwhile websites, etc. This page is organized into categories based on the table of contents. We also have a portal page that is an extremely condensed set of some of the best links available, as well as API-specific resources.

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 Efficient Shading

Chapter 21 Virtual and Augmented Reality

Chapter 22 Intersection Test Methods

Chapter 23 Graphics Hardware

Chapter 24 The Future

Chapter 25 Collision Detection (download chapter)

Chapter 26 Real-Time Ray Tracing (download chapter (soon!))

Linear Algebra (download chapter)

Trigonometry (download chapter)

Bibliography (page link)

评论 ······

八个月过一遍,不懂得还是不懂,然而尝试过后就不焦虑了

开篇就看到讲解GPU如何工作,合我的口味,刹那间所有模模糊糊有迷迷糊糊的地方全然清晰起来.内容太多,看着压力很大,后面跳了很多

非常系统,详细,不过偏理论

读了一些才发现这个也不适合入门,开篇就讲了图形流水线以及GPU的组织,但不是对小白讲的。而且感觉其用语很模糊,如果没有好的基础的话,就会开始在其字面上纠结。

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