Front cover image for Real-time rendering

Real-time rendering

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
eBook, English, 2008
A.K. Peters, Wellesley, Mass., 2008
1 online resource
9781439865293, 9781466561762, 9781315365459, 9781315362007, 9781498785631, 9781315359861, 9781568814247, 1439865299, 1466561769, 1315365456, 1315362007, 1498785638, 1315359863, 1568814240
1. Introduction
2. The graphics rendering pipeline
3. The graphics processing unit
4. Transforms
5. Visual appearance
6. Texturing
7. Advanced shading
8. Area and environmental lighting
9. Global illumination
10. Image-based effects
11. Non-photorealistic rendering
12. Polygonal techniques
13. Curves and curved surfaces
14. Acceleration algorithms
15. Pipeline optimization
16. Intersection test methods
17. Collision detection
18. Graphics hardware
19. The future
Title from title screen