List of Figures

FIGURE 2.1     Real-time 3D rendering pipeline

FIGURE 2.2     Camera view frustum in 3D space

FIGURE 2.3     Programmable rendering pipeline (DirectX 11)

FIGURE 2.4     Samples of surface shading effects that can be achieved with pixel programs

FIGURE 2.5     Process flow in system identification methodology

FIGURE 2.6     Comparison of two model outputs with measured system response

FIGURE 2.7     The comparative literature review workflow

FIGURE 3.1     Visual effect of varying vertex count for 3D object in discrete steps

FIGURE 3.2     ARX model structure

FIGURE 3.3     Screenshot of hardware tessellation sample application from DirectX SDK adapted with Stanford Dragon model in Experiments 1 and 2

FIGURE 3.4     Screenshot ...

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