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Real-Time Rendering, Third Edition

Tomas Akenine-Möller, Eric Haines, Naty Hoffman

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تحویل فوری
پرداخت امن
ضمانت فایل
پشتیبانی

مشخصات کتاب

سال انتشار
۲۰۰۸
فرمت
DJVU
زبان
انگلیسی
حجم فایل
۹٫۴ مگابایت
شابک
9781315359861، 9781315362007، 9781315365459، 9781439865293، 9781466561762، 9781498785631، 9781568814247، 1315359863، 1315362007، 1315365456، 1439865299، 1466561769، 1498785638، 1568814240

دربارهٔ کتاب

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 or programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years.**Amazon.com Review One would think that the title of Tomas Moller's and Eric Haines's book, __Real-Time Rendering__, would be a contradiction in terms. How can such a computationally intensive process as rendering computer graphics ever hope to be done on the fly, in the blink of an eye, without delay--in short, in real time? The term __rendering__, as it applies to computer graphics, refers to the mathematically intensive process of creating a picture or sequence of frames based on geometry. The duration of this process is dependent on the complexity of the scene (a forest with many trees and thousands of leaves will take much longer to render than a scene consisting of a white box over a gray background) and the speed of the hardware doing the calculations. When Pixar's __Toy Story__ was first released, the computer animation community was all abuzz with how it was done, and someone at Pixar mentioned that over 100 SGI workstations were used for rendering the frames over the course of almost two years. Someone else extrapolated this data and figured out that the same movie could have been rendered on one contemporary PC over the course of about 80 years. The authors deftly answer the question, not only asserting that it can be done, but since this book is a programmer's guide, they list snippets of programming algorithms that help outline __how__ it can be done. Because the software and hardware is constantly and rapidly evolving due to the insatiable need for more realistic and complex graphics, the book avoids getting too specific. To quote the authors, "The field is rapidly evolving, and so it is a moving target." This lack of specificity doesn't detract from the usefulness of the book, though. Instead, it works at a higher, more abstract level, describing approaches to rendering techniques using generic algorithms. It is up to the programmer to apply these methods to the specific program or system on which it is to be implemented. __Real-Time Rendering__ describes some very complex methods, and this book is not for the average computer graphics creator. However, if you are working in an industry that depends on real-time rendered animation--like the gaming, medical, or military fields--or you are building the next-generation real-time render engine, this book will offer insight and concepts you can use to build some impressive software. __--Mike Caputo__**

after Three Years This Wonderful All-around Resource Of Computer Graphics, Indispensable For Every Serious Graphics Programmer, Is Available In A Completely Revised And Updated Edition. Nearly Doubled In Size, The New Edition Keeps Pace With The Astonishing Developments In Hardware And Software That Have Increased The Speed And Quality Of Rendering Images. The New Edition Includes Information On The Latest Technology That Is Being Released Concurrently With The Publication. The Book's Trademark—blending Solid Theory And Practical Advice—remains Intact, Making It Mandatory For Every Programmer Who Wants To Stay At The Cutting Edge. The Book Contains Chapters As Diverse As: - Transforms - Visual Appearance - Acceleration Algorithms - Advanced Shading Techniques (new Chapter) - Curved Surfaces (new Chapter) With Topics Including: - Pixel Shaders - Subdivision Surfaces - Intersection Algorithms - Pipeline Tuning

electronic Review Of Computer Books - Jack Woehr

regular Readers Of Ercb May Recall My Comments When Reviewing graphics Programming With Jfc:

It's An Editorial Blemish Not To Have Provided A Minimal Bibliography To Steer Novice Readers From The Paths Of Pop Techdom Towards The High Road Of Computer Science...

real-time Rendering, By Tomas Moeller And Eric Haines, Remedies That Omission. If You're Ready For The Mathematics Of 3d Computer Graphics, You're Ready For Real-time Rendering. The Authors State Their Objective Succinctly:

This Book Is About Algorithms Which Create Synthetic Images Fast Enough That The Viewer Can Interact With A Virtual Environment.

real-time Rendering Is A Real Textbook. The Text Is Medium-to-high Scientific English. To Read The Book, You Must Possess Some Familiarity With Matrix Math, Geometry, And Trigonometry. Equations Abound, As Do Citations.

The Presentation Is Both Professional And Scholarly. Moeller And Haines Weigh In With A Great Deal Of Practical Experience And An Equal Proportion Of Theoretical Familiarity. The Treatment Is Never Abstract. Specific Graphics Subsystems Are Named And Differences Between Them Noted In The Discussion. Rendering, Not Mathematics, Is The Focus.

The Headings Of Real-time Rendering's Content-rich Chapters Are:

1. Introduction
2. The Graphics Rendering Pipeline
3. Transforms
4. Visual Appearance
5. Texturing
6. Special Effects
7. Speed-up Techniques
8. Pipeline Optimization
9. Polygonal Techniques
10. Intersection Test Methods
11. Collision Detection
12. Graphics Hardware
13. The Future
Appendix A. Some Linear Algebra
Appendix B. Trigonometry

real-time Rendering Is About Process, Not Production. Hardware Involved In The Graphics Pipeline Is Presented At The Conceptual Level In Chapter 12, Graphics Hardware And Most Engagingly In 12.2.2 Case Study: Neon. The Metal Itself Is Not Mined. If It's Blit Rates And Bus Signals You Crave, You Want A Book Like agp System Architecture.

Overall, The Editing, Design, Layout, And Printing Of This Hardbound Volume Are Excellent. Care And Attention Have Been Lavished On Equation Presentation. In Addition To Copious Meticulous Geometric Diagrams, There Are A Number Of Plates Relevant To The Discussion. One Group Of Plates Is Color; The Rest Are Gray Scale. Several Of The Gray Scales Are, In My Review Copy, Unfortunately Printed A Bit Too Dark For Comfort, But This Is A Minor Flaw Compensated For Chez Nous By A Nifty Fluorescent Ring Work Light With Central Magnifying Lens.

I Learned The Basics Of Rendering By Taking Off My Shoes And Socks And Counting Toes, While Working Through Early Os/2 Presentation Manager Development Kit Documentation. It Is Gratifying That This Sort Of Approach Is Not Necessary For The Modern Computer-science Student Who Has Access To Books Like Real-time Rendering And To Some Of The 392 Reference Works Cited Therein, Bless The Bibliography.

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 "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."--BOOK JACKET

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