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 curren
Real-Time Rendering, Fourth Edition
β Scribed by Akenine-MΓΆller, Tomas; Haines, Eric; Hoffman, Naty
- Publisher
- Chapman and Hall/CRC
- Year
- 2018
- Tongue
- English
- Leaves
- 1199
- Edition
- 4th ed
- Category
- Library
No coin nor oath required. For personal study only.
β¦ Table of Contents
Content: Cover --
Half title --
Title --
Copyright --
Dedication --
Contents --
Preface --
Chapter 1 Introduction --
1.1 Contents Overview --
1.2 Notation and De nitions --
Chapter 2 The Graphics Rendering Pipeline --
2.1 Architecture --
2.2 The Application Stage --
2.3 Geometry Processing --
2.4 Rasterization --
2.5 Pixel Processing --
2.6 Through the Pipeline --
Chapter 3 The Graphics Processing Unit --
3.1 Data-Parallel Architectures --
3.2 GPU Pipeline Overview --
3.3 The Programmable Shader Stage --
3.4 The Evolution of Programmable Shading and APIs --
3.5 The Vertex Shader --
3.6 The Tessellation Stage --
3.7 The Geometry Shader --
3.8 The Pixel Shader --
3.9 The Merging Stage --
3.10 The Compute Shader --
Chapter 4 Transforms --
4.1 Basic Transforms --
4.2 Special Matrix Transforms and Operations --
4.3 Quaternions --
4.4 Vertex Blending --
4.5 Morphing --
4.6 Geometry Cache Playback --
4.7 Projections --
Chapter 5 Shading Basics --
5.1 Shading Models --
5.2 Light Sources --
5.3 Implementing Shading Models --
5.4 Aliasing and Antialiasing --
5.5 Transparency, Alpha, and Compositing --
5.6 Display Encoding --
Chapter 6 Texturing --
6.1 The Texturing Pipeline --
6.2 Image Texturing --
6.3 Procedural Texturing --
6.4 Texture Animation --
6.5 Material Mapping --
6.6 Alpha Mapping --
6.7 Bump Mapping --
6.8 Parallax Mapping --
6.9 Textured Lights --
Chapter 7 Shadows --
7.1 Planar Shadows --
7.2 Shadows on Curved Surfaces --
7.3 Shadow Volumes --
7.4 Shadow Maps --
7.5 Percentage-Closer Filtering --
7.6 Percentage-Closer Soft Shadows --
7.7 Filtered Shadow Maps --
7.8 Volumetric Shadow Techniques --
7.9 Irregular Z-Bu er Shadows --
7.10 Other Applications --
Chapter 8 Light and Color --
8.1 Light Quantities --
8.2 Scene to Screen --
Chapter 9 Physically Based Shading --
9.1 Physics of Light --
9.2 The Camera --
9.3 The BRDF --
9.4 Illumination. 9.5 Fresnel Re ectance --
9.6 Microgeometry --
9.7 Microfacet Theory --
9.8 BRDF Models for Surface Re ection --
9.9 BRDF Models for Subsurface Scattering --
9.10 BRDF Models for Cloth --
9.11 Wave Optics BRDF Models --
9.12 Layered Materials --
9.13 Blending and Filtering Materials --
Chapter 10 Local Illumination --
10.1 Area Light Sources --
10.2 Environment Lighting --
10.3 Spherical and Hemispherical Functions --
10.4 Environment Mapping --
10.5 Specular Image-Based Lighting --
10.6 Irradiance Environment Mapping --
10.7 Sources of Error --
Chapter 11 Global Illumination --
11.1 The Rendering Equation --
11.2 General Global Illumination --
11.3 Ambient Occlusion --
11.4 Directional Occlusion --
11.5 Di use Global Illumination --
11.6 Specular Global Illumination --
11.7 Uni ed Approaches --
Chapter 12 Image-Space Effects --
12.1 Image Processing --
12.2 Reprojection Techniques --
12.3 Lens Flare and Bloom --
12.4 Depth of Field --
12.5 Motion Blur --
Chapter 13 Beyond Polygons --
13.1 The Rendering Spectrum --
13.2 Fixed-View E ects --
13.3 Skyboxes --
13.4 Light Field Rendering --
13.5 Sprites and Layers --
13.6 Billboarding --
13.7 Displacement Techniques --
13.8 Particle Systems --
13.9 Point Rendering --
13.10 Voxels --
Chapter 14 Volumetric and Translucency Rendering --
14.1 Light Scattering Theory --
14.2 Specialized Volumetric Rendering --
14.3 General Volumetric Rendering --
14.4 Sky Rendering --
14.5 Translucent Surfaces --
14.6 Subsurface Scattering --
14.7 Hair and Fur --
14.8 Uni ed Approaches --
Chapter 15 Non-Photorealistic Rendering --
15.1 Toon Shading --
15.2 Outline Rendering --
15.3 Stroke Surface Stylization --
15.4 Lines --
15.5 Text Rendering --
Chapter 16 Polygonal Techniques --
16.1 Sources of Three-Dimensional Data --
16.2 Tessellation and Triangulation --
16.3 Consolidation --
16.4 Triangle Fans, Strips, and Meshes. 16.5 Simpli cation --
16.6 Compression and Precision --
Chapter 17 Curves and Curved Surfaces --
17.1 Parametric Curves --
17.2 Parametric Curved Surfaces --
17.3 Implicit Surfaces --
17.4 Subdivision Curves --
17.5 Subdivision Surfaces --
17.6 E cient Tessellation --
Chapter 18 Pipeline Optimization --
18.1 Pro ling and Debugging Tools --
18.2 Locating the Bottleneck --
18.3 Performance Measurements --
18.4 Optimization --
18.5 Multiprocessing --
Chapter 19 Acceleration Algorithms --
19.1 Spatial Data Structures --
19.2 Culling Techniques --
19.3 Backface Culling --
19.4 View Frustum Culling --
19.5 Portal Culling --
19.6 Detail and Small Triangle Culling --
19.7 Occlusion Culling --
19.8 Culling Systems --
19.9 Level of Detail --
19.10 Rendering Large Scenes --
Chapter 20 E cient Shading --
20.1 Deferred Shading --
20.2 Decal Rendering --
20.3 Tiled Shading --
20.4 Clustered Shading --
20.5 Deferred Texturing --
20.6 Object- and Texture-Space Shading --
Chapter 21 Virtual and Augmented Reality --
21.1 Equipment and Systems Overview --
21.2 Physical Elements --
21.3 APIs and Hardware --
21.4 Rendering Techniques --
Chapter 22 Intersection Test Methods --
22.1 GPU-Accelerated Picking --
22.2 De nitions and Tools --
22.3 Bounding Volume Creation --
22.4 Geometric Probability --
22.5 Rules of Thumb --
22.6 Ray/Sphere Intersection --
22.7 Ray/Box Intersection --
22.8 Ray/Triangle Intersection --
22.9 Ray/Polygon Intersection --
22.10 Plane/Box Intersection --
22.11 Triangle/Triangle Intersection --
22.12 Triangle/Box Intersection --
22.13 Bounding-Volume/Bounding-Volume Intersection --
22.14 View Frustum Intersection --
22.15 Line/Line Intersection --
22.16 Intersection between Three Planes --
Chapter 23 Graphics Hardware --
23.1 Rasterization --
23.2 Massive Compute and Scheduling --
23.3 Latency and Occupancy --
23.4 Memory Architecture and Buses. 23.5 Caching and Compression --
23.6 Color Bu ering --
23.7 Depth Culling, Testing, and Bu ering --
23.8 Texturing --
23.9 Architecture --
23.10 Case Studies --
23.11 Ray Tracing Architectures --
Chapter 24 The Future --
24.1 Everything Else --
24.2 You --
Bibliography --
Index.
β¦ Subjects
Rendering (Computer graphics)
π SIMILAR VOLUMES
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 or programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current
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