Op werkdagen voor 23:00 besteld, morgen in huis Gratis verzending vanaf €20
, , , , , e.a.

Real-Time Rendering, Fourth Edition

Gebonden Engels 2018 4e druk 9781138627000
Verwachte levertijd ongeveer 8 werkdagen

Samenvatting

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.

Specificaties

ISBN13:9781138627000
Trefwoorden:rendering, 3D rendering
Taal:Engels
Bindwijze:gebonden
Aantal pagina's:1178
Uitgever:CRC Press
Druk:4
Verschijningsdatum:6-8-2018
Hoofdrubriek:IT-management / ICT

Lezersrecensies

Wees de eerste die een lezersrecensie schrijft!

Over Tomas Akenine-Moller

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).

Andere boeken door Tomas Akenine-Moller

Over Eric Haines

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.

Andere boeken door Eric Haines

Over Naty Hoffman

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).

Andere boeken door Naty Hoffman

Over Angelo Pesce

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.

Andere boeken door Angelo Pesce

Over Sebastien Hillaire

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.

Andere boeken door Sebastien Hillaire

Over Michal Iwanicki

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

Andere boeken door Michal Iwanicki

Inhoudsopgave

1. Introduction
2. The Graphics Rendering Pipeline
3. The Graphics Processing Unit
4. Transforms
5. Shading Basics
6. Texturing
7. Shadows
8. Light and Color
9. Physically-Based Shading
10. Local Illumination
11. Global Illumination
12. Image-Space Effects
13. Beyond Polygons
14. Volumetric and Translucency Rendering
15. Non-Photorealistic Rendering
16. Polygonal Techniques
17. Curves and Curved Surfaces
18. Pipeline Optimization
19. Acceleration Algorithms
20. Effcient Shading
21. Virtual and Augmented Reality
22. Intersection Test Methods
23. Graphics Hardware
24. The Future

Managementboek Top 100

Rubrieken

Populaire producten

    Personen

      Trefwoorden

        Real-Time Rendering, Fourth Edition