Real-Time Rendering, Second EditionAfter 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 |
Contents
Acceleration Algorithms | 2 |
Transforms | 25 |
Visual Appearance | 67 |
Copyright | |
33 other sections not shown
Common terms and phrases
AABB accelerator algorithm alpha angle antialiasing axis Bézier curve billboard blending bounding volume BRDF BSP tree bump mapping cache called collision detection color buffer computer graphics create cube depth diffuse DirectX distance dot product effect environment map Equation example filter frame function geometry stage gives graphics hardware hierarchy Images courtesy implemented impostor interpolation k-DOP light source matrix memory mesh method mipmap needed node object occluders occlusion culling octree OpenGL optimization overlap patch performance pipeline pixel shader plane Plate polygon primitives problem projection quadrilateral radiance ray tracing real-time rendering recursively reflection refraction rotation samples scene scheme screen Section shadow map shadow volume shown in Figure silhouette edges space specular sprite stencil buffer stored subdivision technique tessellation texel texture coordinates three-dimensional tion transform triangle strips updated vector vertex shader vertices viewer visible Z-buffer z-depth
References to this book
Advanced Global Illumination, Second Edition Philip Dutre,Philippe Bekaert,Kavita Bala No preview available - 2003 |
Fundamentals of Computer Graphics Peter Shirley,Michael Ashikhmin,Steve Marschner No preview available - 2005 |