Real-Time Rendering
by
 
Akenine-Möller, Tomas, author.

Title
Real-Time Rendering

Author
Akenine-Möller, Tomas, author.

ISBN
9781315365459

Edition
Third edition.

Physical Description
1 online resource (1045 pages)

Contents
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.

Abstract
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.

Subject Term
Computer graphics.
 
Real-time data processing.
 
Rendering (Computer graphics)
 
COMPUTERS / Programming / Games.
 
coordinate.
 
graphics.
 
hardware.
 
pixel.
 
ray.
 
shader.
 
strip.
 
texture.
 
triangle.
 
vertex.

Genre
Electronic books.

Added Author
Haines, Eric,
 
Hoffman, Naty,

Added Corporate Author
Taylor and Francis.

Electronic Access
Click here to view.


LibraryMaterial TypeItem BarcodeShelf Number[[missing key: search.ChildField.HOLDING]]Status
Online LibraryE-Book544514-1001T385 .M635 2008CRC E-Books