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210123 ||| eng |
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|a 1568814240
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|a 9781439865293
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|a 1439865299
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|a 1466561769
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|a 9781466561762
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|a T385
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|a Möller, Tomas
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|a Real-time rendering
|c Tomas Akenine-Möller, Eric Haines, Naty Hoffman
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|a Third edition
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260 |
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|a Boca Raton, FL
|b CRC Press
|c 2008
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300 |
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|a xviii, 1027 pages
|b illustrations
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|a Includes bibliographical references and index
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|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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|a computer graphics / aat
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|a Real-time data processing / http://id.loc.gov/authorities/subjects/sh85111765
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|a Temps réel (Informatique)
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|a Computer graphics / fast
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|a Real-time data processing / fast
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|a Computer graphics
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|a Infographie
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700 |
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|a Haines, Eric
|e author
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|a Hoffman, Naty
|e author
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|a eng
|2 ISO 639-2
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|b OREILLY
|a O'Reilly
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|z 9781568814247
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|u https://learning.oreilly.com/library/view/~/9781439865293/?ar
|x Verlag
|3 Volltext
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|a 006.693
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|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
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