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Real-Time Rendering, Fourth Edition

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


Publisher
A K Peters/CRC Press
Year
2018
Tongue
English
Leaves
1199
Edition
4
Category
Library

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✦ Synopsis


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.

✦ Table of Contents


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 Reflectance
9.6 Microgeometry
9.7 Microfacet Theory
9.8 BRDF Models for Surface Reflection
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 Ecient 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 Ecient 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


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