𝔖 Scriptorium
✦   LIBER   ✦

πŸ“

Real-Time Rendering, Fourth Edition

✍ Scribed by Akenine-Mâller, Tomas; Haines, Eric; Hoffman, Naty


Publisher
Chapman and Hall/CRC
Year
2018
Tongue
English
Leaves
1199
Edition
4th ed
Category
Library

⬇  Acquire This Volume

No coin nor oath required. For personal study only.

✦ 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.

✦ Subjects


Rendering (Computer graphics)


πŸ“œ SIMILAR VOLUMES


Real-Time Rendering, Fourth Edition
✍ Tomas Akenine-MΓΆller, Eric Haines, Naty Hoffman πŸ“‚ Library πŸ“… 2018 πŸ› A K Peters/CRC Press 🌐 English

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, Third Edition
✍ Tomas Akenine-Moller, Eric Haines, Naty Hoffman πŸ“‚ Library πŸ“… 2008 πŸ› AK Peters 🌐 English

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

Real-Time Rendering, Third Edition
✍ Tomas Akenine-Moller, Eric Haines, Naty Hoffman πŸ“‚ Library πŸ“… 2008 πŸ› A K Peters/CRC Press 🌐 English

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