Real-Time Rendering, Fourth Edition

Real-Time Rendering, Fourth Edition

Hoffman, Naty; Haines, Eric; Akenine-Moeller, Tomas

Taylor & Francis Ltd

08/2018

1178

Dura

Inglês

9781138627000

15 a 20 dias

2520

Descrição não disponível.
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 Effcient Shading

chapter 21 Virtual and Augmented Reality

chapter 22 Intersection Test Methods

chapter 23 Graphics Hardware

chapter 24 The Future
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pixel;shader;shadow;maps;vertex;view;frustum;mipmap;levels;texture;BRDF Parameter;Pixel Shader;Vertex Shader;Shadow Maps;Compute Shaders;Texture Coordinates;Mipmap Level;CD PROJEKT;Real Time Rendering;RGB Space;Geometry Shader;Cube Map;View Frustum;RGB Color;SM;OpenGL ES;Ray Marching;Stencil Buffer;Subsurface Scattering;BRDF Model;Shader Programs;Specular Lobe;Sh;Temporal Antialiasing;RGB Value