Real-time rendering

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...

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Bibliographic Details
Main Authors: Möller, Tomas, Haines, Eric (Author), Hoffman, Naty (Author)
Format: eBook
Language:English
Published: Boca Raton, FL CRC Press 2008
Edition:Third edition
Subjects:
Online Access:
Collection: O'Reilly - Collection details see MPG.ReNa
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505 0 |a Includes bibliographical references and index 
505 0 |a Introduction -- The graphics rendering pipeline -- The graphics processing unit -- Transforms -- Visual appearance -- Texturing -- Advanced shading -- Area and environmental lighting -- Global illumination -- Image-based effects -- Non-photorealistic rendering -- Polygonal techniques -- Curves and curved surfaces -- Acceleration algorithms -- Pipeline optimization -- Intersection test methods -- Collision detection -- Graphics hardware -- The future 
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520 |a 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