Book description
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.Table of contents
- Front Cover
- Title Page
- Copyright
- Contents (1/2)
- Contents (2/2)
- Preface (1/2)
- Preface (2/2)
- 1. Introduction (1/2)
- 1. Introduction (2/2)
- 2. The Graphics Rendering Pipeline (1/4)
- 2. The Graphics Rendering Pipeline (2/4)
- 2. The Graphics Rendering Pipeline (3/4)
- 2. The Graphics Rendering Pipeline (4/4)
- 3. The Graphics Processing Unit (1/5)
- 3. The Graphics Processing Unit (2/5)
- 3. The Graphics Processing Unit (3/5)
- 3. The Graphics Processing Unit (4/5)
- 3. The Graphics Processing Unit (5/5)
- 4. Transforms (1/10)
- 4. Transforms (2/10)
- 4. Transforms (3/10)
- 4. Transforms (4/10)
- 4. Transforms (5/10)
- 4. Transforms (6/10)
- 4. Transforms (7/10)
- 4. Transforms (8/10)
- 4. Transforms (9/10)
- 4. Transforms (10/10)
- 5. Visual Appearance (1/10)
- 5. Visual Appearance (2/10)
- 5. Visual Appearance (3/10)
- 5. Visual Appearance (4/10)
- 5. Visual Appearance (5/10)
- 5. Visual Appearance (6/10)
- 5. Visual Appearance (7/10)
- 5. Visual Appearance (8/10)
- 5. Visual Appearance (9/10)
- 5. Visual Appearance (10/10)
- 6. Texturing (1/11)
- 6. Texturing (2/11)
- 6. Texturing (3/11)
- 6. Texturing (4/11)
- 6. Texturing (5/11)
- 6. Texturing (6/11)
- 6. Texturing (7/11)
- 6. Texturing (8/11)
- 6. Texturing (9/11)
- 6. Texturing (10/11)
- 6. Texturing (11/11)
- 7. Advanced Shading (1/17)
- 7. Advanced Shading (2/17)
- 7. Advanced Shading (3/17)
- 7. Advanced Shading (4/17)
- 7. Advanced Shading (5/17)
- 7. Advanced Shading (6/17)
- 7. Advanced Shading (7/17)
- 7. Advanced Shading (8/17)
- 7. Advanced Shading (9/17)
- 7. Advanced Shading (10/17)
- 7. Advanced Shading (11/17)
- 7. Advanced Shading (12/17)
- 7. Advanced Shading (13/17)
- 7. Advanced Shading (14/17)
- 7. Advanced Shading (15/17)
- 7. Advanced Shading (16/17)
- 7. Advanced Shading (17/17)
- 8. Area and Environmental Lighting (1/9)
- 8. Area and Environmental Lighting (2/9)
- 8. Area and Environmental Lighting (3/9)
- 8. Area and Environmental Lighting (4/9)
- 8. Area and Environmental Lighting (5/9)
- 8. Area and Environmental Lighting (6/9)
- 8. Area and Environmental Lighting (7/9)
- 8. Area and Environmental Lighting (8/9)
- 8. Area and Environmental Lighting (9/9)
- 9. Global Illumination (1/23)
- 9. Global Illumination (2/23)
- 9. Global Illumination (3/23)
- 9. Global Illumination (4/23)
- 9. Global Illumination (5/23)
- 9. Global Illumination (6/23)
- 9. Global Illumination (7/23)
- 9. Global Illumination (8/23)
- 9. Global Illumination (9/23)
- 9. Global Illumination (10/23)
- 9. Global Illumination (11/23)
- 9. Global Illumination (12/23)
- 9. Global Illumination (13/23)
- 9. Global Illumination (14/23)
- 9. Global Illumination (15/23)
- 9. Global Illumination (16/23)
- 9. Global Illumination (17/23)
- 9. Global Illumination (18/23)
- 9. Global Illumination (19/23)
- 9. Global Illumination (20/23)
- 9. Global Illumination (21/23)
- 9. Global Illumination (22/23)
- 9. Global Illumination (23/23)
- 10. Image-Based Effects (1/14)
- 10. Image-Based Effects (2/14)
- 10. Image-Based Effects (3/14)
- 10. Image-Based Effects (4/14)
- 10. Image-Based Effects (5/14)
- 10. Image-Based Effects (6/14)
- 10. Image-Based Effects (7/14)
- 10. Image-Based Effects (8/14)
- 10. Image-Based Effects (9/14)
- 10. Image-Based Effects (10/14)
- 10. Image-Based Effects (11/14)
- 10. Image-Based Effects (12/14)
- 10. Image-Based Effects (13/14)
- 10. Image-Based Effects (14/14)
- 11. Non-Photorealistic Rendering (1/5)
- 11. Non-Photorealistic Rendering (2/5)
- 11. Non-Photorealistic Rendering (3/5)
- 11. Non-Photorealistic Rendering (4/5)
- 11. Non-Photorealistic Rendering (5/5)
- 12. Polygonal Techniques (1/9)
- 12. Polygonal Techniques (2/9)
- 12. Polygonal Techniques (3/9)
- 12. Polygonal Techniques (4/9)
- 12. Polygonal Techniques (5/9)
- 12. Polygonal Techniques (6/9)
- 12. Polygonal Techniques (7/9)
- 12. Polygonal Techniques (8/9)
- 12. Polygonal Techniques (9/9)
- 13. Curves and Curved Surfaces (1/14)
- 13. Curves and Curved Surfaces (2/14)
- 13. Curves and Curved Surfaces (3/14)
- 13. Curves and Curved Surfaces (4/14)
- 13. Curves and Curved Surfaces (5/14)
- 13. Curves and Curved Surfaces (6/14)
- 13. Curves and Curved Surfaces (7/14)
- 13. Curves and Curved Surfaces (8/14)
- 13. Curves and Curved Surfaces (9/14)
- 13. Curves and Curved Surfaces (10/14)
- 13. Curves and Curved Surfaces (11/14)
- 13. Curves and Curved Surfaces (12/14)
- 13. Curves and Curved Surfaces (13/14)
- 13. Curves and Curved Surfaces (14/14)
- 14. Acceleration Algorithms (1/11)
- 14. Acceleration Algorithms (2/11)
- 14. Acceleration Algorithms (3/11)
- 14. Acceleration Algorithms (4/11)
- 14. Acceleration Algorithms (5/11)
- 14. Acceleration Algorithms (6/11)
- 14. Acceleration Algorithms (7/11)
- 14. Acceleration Algorithms (8/11)
- 14. Acceleration Algorithms (9/11)
- 14. Acceleration Algorithms (10/11)
- 14. Acceleration Algorithms (11/11)
- 15. Pipeline Optimization (1/6)
- 15. Pipeline Optimization (2/6)
- 15. Pipeline Optimization (3/6)
- 15. Pipeline Optimization (4/6)
- 15. Pipeline Optimization (5/6)
- 15. Pipeline Optimization (6/6)
- 16. Intersection Test Methods (1/14)
- 16. Intersection Test Methods (2/14)
- 16. Intersection Test Methods (3/14)
- 16. Intersection Test Methods (4/14)
- 16. Intersection Test Methods (5/14)
- 16. Intersection Test Methods (6/14)
- 16. Intersection Test Methods (7/14)
- 16. Intersection Test Methods (8/14)
- 16. Intersection Test Methods (9/14)
- 16. Intersection Test Methods (10/14)
- 16. Intersection Test Methods (11/14)
- 16. Intersection Test Methods (12/14)
- 16. Intersection Test Methods (13/14)
- 16. Intersection Test Methods (14/14)
- 17. Collision Detection (1/8)
- 17. Collision Detection (2/8)
- 17. Collision Detection (3/8)
- 17. Collision Detection (4/8)
- 17. Collision Detection (5/8)
- 17. Collision Detection (6/8)
- 17. Collision Detection (7/8)
- 17. Collision Detection (8/8)
- 18. Graphics Hardware (1/10)
- 18. Graphics Hardware (2/10)
- 18. Graphics Hardware (3/10)
- 18. Graphics Hardware (4/10)
- 18. Graphics Hardware (5/10)
- 18. Graphics Hardware (6/10)
- 18. Graphics Hardware (7/10)
- 18. Graphics Hardware (8/10)
- 18. Graphics Hardware (9/10)
- 18. Graphics Hardware (10/10)
- 19. The Future (1/2)
- 19. The Future (2/2)
- Appendix A (1/5)
- Appendix A (2/5)
- Appendix A (3/5)
- Appendix A (4/5)
- Appendix A (5/5)
- Appendix B (1/2)
- Appendix B (2/2)
- Bibliography (1/17)
- Bibliography (2/17)
- Bibliography (3/17)
- Bibliography (4/17)
- Bibliography (5/17)
- Bibliography (6/17)
- Bibliography (7/17)
- Bibliography (8/17)
- Bibliography (9/17)
- Bibliography (10/17)
- Bibliography (11/17)
- Bibliography (12/17)
- Bibliography (13/17)
- Bibliography (14/17)
- Bibliography (15/17)
- Bibliography (16/17)
- Bibliography (17/17)
- Index (1/6)
- Index (2/6)
- Index (3/6)
- Index (4/6)
- Index (5/6)
- Index (6/6)
Product information
- Title: Real-Time Rendering, Third Edition, 3rd Edition
- Author(s):
- Release date: July 2008
- Publisher(s): CRC Press
- ISBN: 9781439865293
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