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Real-time rendering / TomasAkenine-Moller [and five others].

O'Reilly Online Learning: Academic/Public Library Edition Available online

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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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