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Real-time rendering / TomasAkenine-Moller [and five others].
- Format:
- Book
- Author/Creator:
- Akenine-Moller, Tomas, author
- Haines, Eric, author.
- Hillaire, Śebastien, author.
- Hoffman, Naty, author.
- Iwanicki, Michał, author.
- Pesce, Angelo, author.
- Language:
- English
- Subjects (All):
- Computer games--Design.
- Computer games.
- Computer games--Programming.
- Video games--Design.
- Video games.
- Physical Description:
- 1 online resource (1199 pages)
- Edition:
- Fourth edition.
- Distribution:
- London : Bloomsbury Publishing (UK), 2023.
- Place of Publication:
- Boca Raton : CRC Press, 2018.
- System Details:
- text file HTML
- Summary:
- Thoroughly updated, this fourth 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 o.
- Contents:
- Introduction
- The graphics rendering pipeline
- The graphics processing unit
- Transforms
- Shading basics
- Texturing
- Shadows
- Light and color
- Physically based shading
- Local illumination
- Global illumination
- Image-space effects
- Beyond polygons
- Non-photorealistic rendering
- Polygonal techniques
- Curves and curved surfaces
- Pipeline optimization
- Acceleration algorithms
- Efficient shading
- Virtual and augmented reality
- Intersection test methods
- Graphics hardware
- The future.
- Notes:
- "A Balkema book."
- 14.6 Subsurface Scattering.
- Includes bibliographical references and index.
- ISBN:
- 9780429225406
- 0429225407
- 9781351816151
- 1351816152
- 9781315212593
- 1315212595
- 9781351816144
- 1351816144
- OCLC:
- 1051139762
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