

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.
Meer over de auteursReal-Time Rendering, Fourth Edition
Gebonden Engels 2018 4e druk 9781138627000Samenvatting
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
Lezersrecensies
Over Eric Haines
Over Naty Hoffman
Over Angelo Pesce
Over Sebastien Hillaire
Over Michal Iwanicki
Inhoudsopgave
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
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