Real Time Rendering 4th Edition by Tomas Akenine Moller, Eric Haines, Naty Hoffman – Ebook PDF Instant Download/Delivery: 1351816144, 9781351816144
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ISBN 10: 1351816144
ISBN 13: 9781351816144
Author: Tomas Akenine Moller, Eric Haines, Naty Hoffman
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.
Real Time Rendering 4th Table of contents:
1 Introduction
1.1 Overview
1.2 Notation and Definitions
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
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
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
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
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
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-Buffer Shadows
7.10 Other Applications
8 Light and Color
8.1 Light Quantities
8.2 Scene to Screen
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
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
11 Global Illumination
11.1 The Rendering Equation
11.2 General Global Illumination
11.3 Ambient Occlusion
11.4 Directional Occlusion
11.5 Diffuse Global Illumination
11.6 Specular Global Illumination
11.7 Unified Approaches
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
13 Beyond Polygons
13.1 The Rendering Spectrum
13.2 Fixed-View Effects
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
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 Unified Approaches
15 Non-Photorealistic Rendering
15.1 Toon Shading
15.2 Outline Rendering
15.3 Stroke Surface Stylization
15.4 Lines
15.5 Text Rendering
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 Simplification
16.6 Compression and Precision
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 Efficient Tessellation
18 Pipeline Optimization
18.1 Profiling and Debugging Tools
18.2 Locating the Bottleneck
18.3 Performance Measurements
18.4 Optimization
18.5 Multiprocessing
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
20 Efficient 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
21 Virtual and Augmented Reality
21.1 Equipment and Systems Overview
21.2 Physical Elements
21.3 APIs and Hardware
21.4 Rendering Techniques
22 Intersection Test Methods
22.1 GPU-Accelerated Picking
22.2 Definitions 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/Box 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
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 Buffering
23.7 Depth Culling, Testing, and Buffering
23.8 Texturing
23.9 Architecture
23.10 Case Studies
23.11 Ray Tracing Architectures
24 The Future
24.1 Everything Else
24.2 You
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