Real-Time Rendering, Third Edition

Real-Time Rendering, Third Edition pdf epub mobi txt 电子书 下载 2025

出版者:A K Peters/CRC Press
作者:Tomas Akenine-Moller
出品人:
页数:1045
译者:
出版时间:2008-7-25
价格:USD 102.95
装帧:Hardcover
isbn号码:9781568814247
丛书系列:
图书标签:
  • 计算机图形学
  • 图形学
  • 游戏编程
  • Graphics
  • 游戏开发
  • real-timeRender
  • CG
  • 计算机
  • Real-Time Rendering
  • Third Edition
  • Computer Graphics
  • Real-Time Rendering
  • Game Development
  • Shader Programming
  • Graphics Programming
  • Rendering Technology
  • 3D Graphics
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具体描述

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.

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.

作者简介

Tomas Akenine-Moller is a professor of computer science, specializing in computer graphics and image processing, at the Department of Computer Science, Lund University, Sweden. He received an MSc in Computer Science and Engineering from Lund in 1995, and a PhD in computer graphics from Chalmers University of Technology in 1998. In 2000 he was a post doc at UC Berkeley and he also spent time at UC San Diego (2004/2005) as a visiting researcher. Eric Haines is a Lead Software Engineer at Autodesk, Inc., working on a next-generation interactive rendering system for computer-aided design applications. He is currently an editor of the journal of graphics tools, online editor for ACM TOG, and maintainer of the Graphics Gems code repository, among other activities. He received an MS from the Program of Computer Graphics at Cornell in 1985. Naty Hoffman has been developing videogame graphics for over a decade. Previously he was a microprocessor architect at Intel. He has contributed to the development of numerous games as well as instruction set extensions, major graphics APIs, and processors. Naty is particularly interested in physically-based real-time rendering methods, on which he has published several articles and taught classes at SIGGRAPH, I3D, GDC and Meltdown.

目录信息

Preface xi
--
1 Introduction 1
1.1 Contents Overview 2
1.2 Notation and Definitions 4
--
2 The Graphics Rendering Pipeline 11
2.1 Architecture 12
2.2 The Application Stage 14
2.3 The Geometry Stage 15
2.4 The Rasterizer Stage 21
2.5 Through the Pipeline 25
--
3 The Graphics Processing Unit 29
3.1 GPU Pipeline Overview 30
3.2 The Programmable Shader Stage 30
3.3 The Evolution of Programmable Shading 33
3.4 The Vertex Shader 38
3.5 The Geometry Shader 40
3.6 The Pixel Shader 42
3.7 The Merging Stage 44
3.8 Effects 45
--
4 Transforms 53
4.1 Basic Transforms 55
4.2 Special Matrix Transforms and Operations 65
4.3 Quaternions 72
4.4 Vertex Blending 80
4.5 Morphing 85
4.6 Projections 89
--
5 Visual Appearance 99
5.1 Visual Phenomena 99
5.2 Light Sources 100
5.3 Material 104
5.4 Sensor 107
5.5 Shading 110
5.6 Aliasing and Antialiasing 116
5.7 Transparency, Alpha, and Compositing 134
5.8 Gamma Correction 141
--
6 Texturing 147
6.1 The Texturing Pipeline 148
6.2 Image Texturing 156
6.3 Procedural Texturing 178
6.4 Texture Animation 180
6.5 Material Mapping 180
6.6 Alpha Mapping 181
6.7 Bump Mapping 183
--
7 Advanced Shading 201
7.1 Radiometry 202
7.2 Photometry 209
7.3 Colorimetry 210
7.4 Light Source Types 217
7.5 BRDF Theory 223
7.6 BRDF Models 251
7.7 BRDF Acquisition and Representation 264
7.8 Implementing BRDFs 269
7.9 Combining Lights and Materials 275
--
8 Area and Environmental Lighting 285
8.1 Radiometry for Arbitrary Lighting 286
8.2 Area Light Sources 289
8.3 Ambient Light 295
8.4 Environment Mapping 297
8.5 Glossy Reflections from Environment Maps 308
8.6 Irradiance Environment Mapping 314
--
9 Global Illumination 327
9.1 Shadows 331
9.2 Ambient Occlusion 373
9.3 Reflections 386
9.4 Transmittance 392
9.5 Refractions 396
9.6 Caustics 399
9.7 Global Subsurface Scattering 401
9.8 Full Global Illumination 407
9.9 Precomputed Lighting 417
9.10 Precomputed Occlusion 425
9.11 Precomputed Radiance Transfer 430
--
10 Image-Based Effects 439
10.1 The Rendering Spectrum 440
10.2 Fixed-View Effects 440
10.3 Skyboxes 443
10.4 Light Field Rendering 444
10.5 Sprites and Layers 445
10.6 Billboarding 446
10.7 Particle Systems 455
10.8 Displacement Techniques 463
10.9 Image Processing 467
10.10 Color Correction 474
10.11 Tone Mapping 475
10.12 Lens Flare and Bloom 482
10.13 Depth of Field 486
10.14 Motion Blur 490
10.15 Fog 496
10.16 Volume Rendering 502
--
11 Non-Photorealistic Rendering 507
11.1 Toon Shading 508
11.2 Silhouette Edge Rendering 510
11.3 Other Styles 523
11.4 Lines 527
--
12 Polygonal Techniques 531
12.1 Sources of Three-Dimensional Data 532
12.2 Tessellation and Triangulation 534
12.3 Consolidation 541
12.4 Triangle Fans, Strips, and Meshes 547
12.5 Simplification 561
--
13 Curves and Curved Surfaces 575
13.1 Parametric Curves 576
13.2 Parametric Curved Surfaces 592
13.3 Implicit Surfaces 606
13.4 Subdivision Curves 608
13.5 Subdivision Surfaces 611
13.6 Effcient Tessellation 629
--
14 Acceleration Algorithms 645
14.1 Spatial Data Structures 647
14.2 Culling Techniques 660
14.3 Hierarchical View Frustum Culling 664
14.4 Portal Culling 667
14.5 Detail Culling 670
14.6 Occlusion Culling 670
14.7 Level of Detail 680
14.8 Large Model Rendering 693
14.9 Point Rendering 693
--
15 Pipeline Optimization 697
15.1 Profiling Tools 698
15.2 Locating the Bottleneck 699
15.3 Performance Measurements 702
15.4 Optimization 703
15.5 Multiprocessing 716
--
16 Intersection Test Methods 725
16.1 Hardware-Accelerated Picking 726
16.2 Definitions and Tools 727
16.3 Bounding Volume Creation 732
16.4 Geometric Probability 735
16.5 Rules of Thumb 737
16.6 Ray/Sphere Intersection 738
16.7 Ray/Box Intersection 741
16.8 Ray/Triangle Intersection 746
16.9 Ray/Polygon Intersection 750
16.10 Plane/Box Intersection Detection 755
16.11 Triangle/Triangle Intersection 757
16.12 Triangle/Box Overlap 760
16.13 BV/BV Intersection Tests 762
16.14 View Frustum Intersection 771
16.15 Shaft/Box and Shaft/Sphere Intersection 778
16.16 Line/Line Intersection Tests 780
16.17 Intersection Between Three Planes 782
16.18 Dynamic Intersection Testing 783
--
17 Collision Detection 793
17.1 Collision Detection with Rays 795
17.2 Dynamic CD using BSP Trees 797
17.3 General Hierarchical Collision Detection 802
17.4 OBBTree 807
17.5 A Multiple Objects CD System 811
17.6 Miscellaneous Topics 816
17.7 Other Work 826
--
18 Graphics Hardware 829
18.1 Buffers and Buffering 829
18.2 Perspective-Correct Interpolation 838
18.3 Architecture 840
18.4 Case Studies 859
--
19 The Future 879
19.1 Everything Else 879
19.2 You 885
--
A Some Linear Algebra 889
A.1 Euclidean Space 889
A.2 Geometrical Interpretation 892
A.3 Matrices 897
A.4 Homogeneous Notation 905
A.5 Geometry 906
--
B Trigonometry 913
B.1 Definitions 913
B.2 Trigonometric Laws and Formulae 915
--
Bibliography 921
Index 1003
· · · · · · (收起)

读后感

评分

此书一定不是给初学者看的,首先它很厚,其次涉及内容很多,但大多停留在理论讲解上,另外全是数学啊。所以给我的感觉就是,是一本导读性质的书,但又有太多晦涩难懂的东西,不具备太多实践性,应该适合已经对图形学有一定程度理解的人看。所以我还是先放弃了,初学者建议还是...  

评分

说他“入门”可不是指这本书很基础你一上来就要看,而是指他会将你带入图形专业领域去,可以让你进一步深入的专研某一方向。 此书比较难的部分在BRDF和细分那章,其它的还好,特别是细分那章需要自己查阅技术论文才能了解个大概,书上只是取的论文中的某一部分。所以以偏概全...  

评分

这本书的世界观架构很宏大,基本就包罗万象,内容写得晦涩,读起来相当吃力,缺少例子,就这样都1045页,如果能写得详尽一点,那就完美了,只怕估计需要三四千页的样子,总的说来,内容相当优质,就是写得太简要  

评分

看了一半, 说说感觉. 整本书的语言比较晦涩, 看得 比较吃力. 很多内容都只是简单涉及而没有深入的讲解. 部分内容稍显过时(如shader部分,最好能看第三版, 情况可能会好些). 给我的感觉比较像国内的教材. 不过总的来说是一本很不错的拓宽视野的书,对于实时渲染相关的各种技术...  

评分

这本书我正在读。本来在读第三版的电子版,但在电脑上读着太累,加之英文不是很强悍,就买了这本书配合来读。就如在之前豆瓣上说的,有已经不错了,再差也比没有强。即便现在我也这样认为。 不过我还是得说几点不爽的。因为,真不爽了。当我看到这本书讲的话题基本涵盖了图形...  

用户评价

评分

真 · 代码能力弱

评分

实时算法大检阅, 不过现在可以出第四版了。

评分

这是本计算机图形学关于实时绘制方面的词典大全类书籍,每个领域的survey,大而全,对于实际编程不一定有效,但是对于了解整个领域的知识或者查找资料,必备一本,www.realtimerendering.com也包含了很多有用的链接。

评分

渲染入门书,强烈推荐

评分

读了要用的几各章节,概念讲得清楚,有丰富的论文引用,可供继续学习

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