Real-Time Rendering, Fourth Edition
Tomas Akenine-Möller, Eric Haines, Naty Hoffmanقیمت نهایی
۴۹٬۰۰۰ تومان
نسخه اصلی و اورجینال
بلافاصله پس از خرید، فایل کتاب روی دستگاه شما آمادهٔ دانلود است.
تحویل فوری
پرداخت امن
ضمانت فایل
پشتیبانی
مشخصات کتاب
- سال انتشار
- ۲۰۱۸
- فرمت
- زبان
- انگلیسی
- حجم فایل
- ۲۹٫۳ مگابایت
- شابک
- 9780429225406، 9781138627000، 9781315212593، 9781351816137، 9781351816144، 9781351816151، 0429225407، 1138627003، 1315212595، 1351816136، 1351816144، 1351816152
دربارهٔ کتاب
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. Source: publisher information Cover Half title Title Copyright Dedication Contents Preface Chapter 1 Introduction 1.1 Contents Overview 1.2 Notation and De nitions Chapter 2 The Graphics Rendering Pipeline 2.1 Architecture 2.2 The Application Stage 2.3 Geometry Processing 2.4 Rasterization 2.5 Pixel Processing 2.6 Through the Pipeline Chapter 3 The Graphics Processing Unit 3.1 Data-Parallel Architectures 3.2 GPU Pipeline Overview 3.3 The Programmable Shader Stage 3.4 The Evolution of Programmable Shading and APIs 3.5 The Vertex Shader 3.6 The Tessellation Stage 3.7 The Geometry Shader 3.8 The Pixel Shader 3.9 The Merging Stage 3.10 The Compute Shader Chapter 4 Transforms 4.1 Basic Transforms 4.2 Special Matrix Transforms and Operations 4.3 Quaternions 4.4 Vertex Blending 4.5 Morphing 4.6 Geometry Cache Playback 4.7 Projections Chapter 5 Shading Basics 5.1 Shading Models 5.2 Light Sources 5.3 Implementing Shading Models 5.4 Aliasing and Antialiasing 5.5 Transparency, Alpha, and Compositing 5.6 Display Encoding Chapter 6 Texturing 6.1 The Texturing Pipeline 6.2 Image Texturing 6.3 Procedural Texturing 6.4 Texture Animation 6.5 Material Mapping 6.6 Alpha Mapping 6.7 Bump Mapping 6.8 Parallax Mapping 6.9 Textured Lights Chapter 7 Shadows 7.1 Planar Shadows 7.2 Shadows on Curved Surfaces 7.3 Shadow Volumes 7.4 Shadow Maps 7.5 Percentage-Closer Filtering 7.6 Percentage-Closer Soft Shadows 7.7 Filtered Shadow Maps 7.8 Volumetric Shadow Techniques 7.9 Irregular Z-Bu er Shadows 7.10 Other Applications Chapter 8 Light and Color 8.1 Light Quantities 8.2 Scene to Screen Chapter 9 Physically Based Shading 9.1 Physics of Light 9.2 The Camera 9.3 The BRDF 9.4 Illumination 9.5 Fresnel Reflectance 9.6 Microgeometry 9.7 Microfacet Theory 9.8 BRDF Models for Surface Reflection 9.9 BRDF Models for Subsurface Scattering 9.10 BRDF Models for Cloth 9.11 Wave Optics BRDF Models 9.12 Layered Materials 9.13 Blending and Filtering Materials Chapter 10 Local Illumination 10.1 Area Light Sources 10.2 Environment Lighting 10.3 Spherical and Hemispherical Functions 10.4 Environment Mapping 10.5 Specular Image-Based Lighting 10.6 Irradiance Environment Mapping 10.7 Sources of Error Chapter 11 Global Illumination 11.1 The Rendering Equation 11.2 General Global Illumination 11.3 Ambient Occlusion 11.4 Directional Occlusion 11.5 Di use Global Illumination 11.6 Specular Global Illumination 11.7 Uni ed Approaches Chapter 12 Image-Space Effects 12.1 Image Processing 12.2 Reprojection Techniques 12.3 Lens Flare and Bloom 12.4 Depth of Field 12.5 Motion Blur Chapter 13 Beyond Polygons 13.1 The Rendering Spectrum 13.2 Fixed-View E ects 13.3 Skyboxes 13.4 Light Field Rendering 13.5 Sprites and Layers 13.6 Billboarding 13.7 Displacement Techniques 13.8 Particle Systems 13.9 Point Rendering 13.10 Voxels Chapter 14 Volumetric and Translucency Rendering 14.1 Light Scattering Theory 14.2 Specialized Volumetric Rendering 14.3 General Volumetric Rendering 14.4 Sky Rendering 14.5 Translucent Surfaces 14.6 Subsurface Scattering 14.7 Hair and Fur 14.8 Uni ed Approaches Chapter 15 Non-Photorealistic Rendering 15.1 Toon Shading 15.2 Outline Rendering 15.3 Stroke Surface Stylization 15.4 Lines 15.5 Text Rendering Chapter 16 Polygonal Techniques 16.1 Sources of Three-Dimensional Data 16.2 Tessellation and Triangulation 16.3 Consolidation 16.4 Triangle Fans, Strips, and Meshes 16.5 Simpli cation 16.6 Compression and Precision Chapter 17 Curves and Curved Surfaces 17.1 Parametric Curves 17.2 Parametric Curved Surfaces 17.3 Implicit Surfaces 17.4 Subdivision Curves 17.5 Subdivision Surfaces 17.6 Ecient Tessellation Chapter 18 Pipeline Optimization 18.1 Pro ling and Debugging Tools 18.2 Locating the Bottleneck 18.3 Performance Measurements 18.4 Optimization 18.5 Multiprocessing Chapter 19 Acceleration Algorithms 19.1 Spatial Data Structures 19.2 Culling Techniques 19.3 Backface Culling 19.4 View Frustum Culling 19.5 Portal Culling 19.6 Detail and Small Triangle Culling 19.7 Occlusion Culling 19.8 Culling Systems 19.9 Level of Detail 19.10 Rendering Large Scenes Chapter 20 Ecient Shading 20.1 Deferred Shading 20.2 Decal Rendering 20.3 Tiled Shading 20.4 Clustered Shading 20.5 Deferred Texturing 20.6 Object- and Texture-Space Shading Chapter 21 Virtual and Augmented Reality 21.1 Equipment and Systems Overview 21.2 Physical Elements 21.3 APIs and Hardware 21.4 Rendering Techniques Chapter 22 Intersection Test Methods 22.1 GPU-Accelerated Picking 22.2 De nitions and Tools 22.3 Bounding Volume Creation 22.4 Geometric Probability 22.5 Rules of Thumb 22.6 Ray/Sphere Intersection 22.7 Ray/Box Intersection 22.8 Ray/Triangle Intersection 22.9 Ray/Polygon Intersection 22.10 Plane/Box Intersection 22.11 Triangle/Triangle Intersection 22.12 Triangle/Box Intersection 22.13 Bounding-Volume/Bounding-Volume Intersection 22.14 View Frustum Intersection 22.15 Line/Line Intersection 22.16 Intersection between Three Planes Chapter 23 Graphics Hardware 23.1 Rasterization 23.2 Massive Compute and Scheduling 23.3 Latency and Occupancy 23.4 Memory Architecture and Buses 23.5 Caching and Compression 23.6 Color Bu ering 23.7 Depth Culling, Testing, and Bu ering 23.8 Texturing 23.9 Architecture 23.10 Case Studies 23.11 Ray Tracing Architectures Chapter 24 The Future 24.1 Everything Else 24.2 You Bibliography Index "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" -- From the publisher
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