出版社: A K Peters/CRC Press
出版年: 2018-8-6
页数: 1198
定价: USD 89.95
装帧: 平装
ISBN: 9781138627000
内容简介 · · · · · ·
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 other applications. It also pre...
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 other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style. New to this edition: new chapter on VR and AR as well as expanded coverage of Visual Appearance, Advanced Shading, Global Illumination, and Curves and Curved Surfaces.
作者简介 · · · · · ·
Tomas Akenine-Möller is a professor in computer science with specialization in computer graphics and image processing at the Department of Computer Science, Lund University, Sweden. Over the past years, I've built my own computer graphics group, LUGG (Lund University Graphics Group).
Eric Haines currently works at NVIDIA on interactive ray tracing. He cofounded the Journal of G...
Tomas Akenine-Möller is a professor in computer science with specialization in computer graphics and image processing at the Department of Computer Science, Lund University, Sweden. Over the past years, I've built my own computer graphics group, LUGG (Lund University Graphics Group).
Eric Haines currently works at NVIDIA on interactive ray tracing. He cofounded the Journal of Graphics Tools and the Journal of Computer Graphics Techniques. He is also the creator and lecturer for the Udacity MOOC Interactive 3D Graphics.
Naty Hoffman is currently Principal Engineer & Architect at Lucasfilm’s Advanced Development Group. Previously he was Vice President of Technology at 2K. Prior to that he was employed at Activision (working on graphics R&D for various titles, including the Call of Duty series), SCEA Santa Monica Studio (coding graphics technology for God of War III), Naughty Dog (developing PS3 first-party libraries), Westwood Studios (leading graphics development on Earth and Beyond) and Intel (driving Pentium pipeline modifications and assisting the SSE / SSE2 instruction set definition).
Angelo Pesce currently serves as a Technical Director for Activision Central Technology where he helps the Call of Duty studios with rendering R&D. His interest in Computer Graphics started in his teens by joining the demoscene community. In the past he has worked on rendering solutions for companies such as Milestone, Electronic Arts, Capcom and Relic Entertainment.
Sebastien Hillaire is a senior rendering engineer pushing visual quality, performance and workflows within the Frostbite team at Electronic Arts. He obtained his PhD in Computer Science from the French National Institute of Applied Science in 2010, during which he focused on using gaze tracking to enhance virtual reality user experiences.
Michał Iwanicki currently works as a Technical Director in Activision Central Technology group, where he focuses on graphics related research. He worked on rendering and engine code for games in The Witcher, The Last of Us, and the Call of Duty series
目录 · · · · · ·
Chapter 1 Introduction
Chapter 2 The Graphics Rendering Pipeline
Chapter 3 The Graphics Processing Unit
Chapter 4 Transforms
Chapter 5 Shading Basics
· · · · · · (更多)
Chapter 1 Introduction
Chapter 2 The Graphics Rendering Pipeline
Chapter 3 The Graphics Processing Unit
Chapter 4 Transforms
Chapter 5 Shading Basics
Chapter 6 Texturing
Chapter 7 Shadows
Chapter 8 Light and Color
Chapter 9 Physically Based Shading
Chapter 10 Local Illumination
Chapter 11 Global Illumination
Chapter 12 Image-Space Effects
Chapter 13 Beyond Polygons
Chapter 14 Volumetric and Translucency Rendering
Chapter 15 Non-Photorealistic Rendering
Chapter 16 Polygonal Techniques
Chapter 17 Curves and Curved Surfaces
Chapter 18 Pipeline Optimization
Chapter 19 Acceleration Algorithms
Chapter 20 Efficient Shading
Chapter 21 Virtual and Augmented Reality
Chapter 22 Intersection Test Methods
Chapter 23 Graphics Hardware
Chapter 24 The Future
Chapter 25 Collision Detection (download chapter)
Chapter 26 Real-Time Ray Tracing (download chapter (soon!))
Linear Algebra (download chapter)
Trigonometry (download chapter)
Bibliography (page link)
· · · · · · (收起)
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Real-Time Rendering, Fourth Edition的书评 · · · · · · ( 全部 9 条 )
327-Real time rendering-Tomas Moller-Computer Science-1999
拓宽实时渲染技术视野的好书
> 更多书评 9篇
论坛 · · · · · ·
在这本书的论坛里发言这本书的其他版本 · · · · · · ( 全部4 )
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A K Peters/CRC Press (2008)9.8分 115人读过
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北京大学出版社 (2004)8.3分 50人读过
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A K Peters/CRC Press (2002)7.7分 18人读过
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订阅关于Real-Time Rendering, Fourth Edition的评论:
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0 有用 乌拉拉 2022-03-29 17:52:56
第四版更好了,必读
0 有用 Marine 2023-10-18 22:42:11 上海
高屋建瓴地讲过了,配合 game engine architecture 食用更佳
0 有用 风城凌 2020-03-10 10:46:29
很棒,觉得最后将近两千条的bibliography是精华。每次重新翻都有一种(原来这个在这里也提到过)的感觉(暴露了我每次都没仔细看。
0 有用 火墩墩 2024-06-03 12:09:56 河北
挺好的,终于对实时渲染有了一个系统的了解不过还需重复阅读
0 有用 刚下完地 2023-05-03 19:56:16 重庆
几个月前看得还剩几章 感觉用来窜一窜很好 对不起 之前认为这本书被过誉了 觉得这本书写的太不人话了 现在看paper时回来看这本书就像在看中文一样亲切 鞠躬了😭😭😭
0 有用 火墩墩 2024-06-03 12:09:56 河北
挺好的,终于对实时渲染有了一个系统的了解不过还需重复阅读
0 有用 Marine 2023-10-18 22:42:11 上海
高屋建瓴地讲过了,配合 game engine architecture 食用更佳
1 有用 RitzzzZ 2023-09-29 16:54:16 浙江
好书。第一遍学的时候知识不进脑子,到要用的时候再来看,发现真的很好。我太菜了……数理基础忘光光啦😭
0 有用 刚下完地 2023-05-03 19:56:16 重庆
几个月前看得还剩几章 感觉用来窜一窜很好 对不起 之前认为这本书被过誉了 觉得这本书写的太不人话了 现在看paper时回来看这本书就像在看中文一样亲切 鞠躬了😭😭😭
0 有用 乌拉拉 2022-03-29 17:52:56
第四版更好了,必读