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Real-time rendering

Author: Tomas Möller; Eric Haines; Naty Hoffman
Publisher: Boca Raton, FL : CRC Press, Taylor & Francis Group, [2018] ©2018
Edition/Format:   eBook : Document : English : Fourth editionView all editions and formats
Summary:
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  Read more...
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Genre/Form: Electronic books
Additional Physical Format: (OCoLC)959596572
Material Type: Document, Internet resource
Document Type: Internet Resource, Computer File
All Authors / Contributors: Tomas Möller; Eric Haines; Naty Hoffman
ISBN: 9781315212593 1315212595 9781351816151 1351816152 9781351816144 1351816144
OCLC Number: 1046085249
Description: 1 online resource.
Contents: Introduction --
The graphics rendering pipeline --
The graphics processing unit --
Transforms --
Shading basics --
Texturing --
Shadows --
Light and color --
Physically based shading --
Local illumination --
Global illumination --
Image-space E ects --
Beyond polygons --
Volumetric and translucency rendering --
Non-photorealistic rendering --
Polygonal techniques --
Curves and curved surfaces --
Pipeline optimization --
Acceleration algorithms --
Ecient Shading --
Virtual and augmented reality --
Intersection test methods --
Graphics hardware --
The future --
Bibliography --
Index.
Responsibility: Tomas Akenine-Moller, Eric Haines, Naty Homan, Angelo Pesce, Michael Iwanicki, Sebastien Hillaire.

Abstract:

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.

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