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E-grāmata: Real-Time Rendering, Fourth Edition

4.52/5 (364 ratings by Goodreads)
  • Formāts: 1198 pages
  • Izdošanas datums: 06-Aug-2018
  • Izdevniecība: CRC Press
  • Valoda: eng
  • ISBN-13: 9781351816151
  • Formāts - PDF+DRM
  • Cena: 103,93 €*
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  • Bibliotēkām
  • Formāts: 1198 pages
  • Izdošanas datums: 06-Aug-2018
  • Izdevniecība: CRC Press
  • Valoda: eng
  • ISBN-13: 9781351816151

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Real-Time Rendering combines fundamental principles with guidance on the latest techniques to provide a complete reference on three-dimensional interactive computer graphics.

It will help you increase speed and improve image quality and learn the features and limitations of acceleration algorithms and graphics APIs. This latest fourth edition has been updated to include a chapter on virtual reality and augmented reality and covers new topics such as visual appearance, global illumination, and curves and curved surfaces.

It is for anyone serious about computer graphics who wants to learn about algorithms that create synthetic images fast enough that the viewer can interact with a virtual environment.

Reviews

"This is the book I recommend to everyone starting out in the industry. Not only is it a great reference on so many topics, each topic is covered in impressive depth with great references for further exploration." Alex Vlachos, Valve

"Real-Time Rendering condenses literally thousands of cutting-edge papers, talks, and blogs into a single, easy-to-read volume presenting today's best practices, open problems, and promising state-of-the-art research. A key reference for beginners and experts!" Chris Wyman, Principal Research Scientist, NVIDIA

"Since it was first published, Real-Time Rendering has been an invaluable companion to anyone who wants to keep up with this dynamic field. It combines rigorous coverage of the fundamentals with up-to-date discussion of the latest techniques. The fourth edition is required reading for anyone serious about computer graphics." Matt Pharr, co-author of Physically Based Rendering: From Theory to Implementation

"I built our rendering engine and my career on what I learned in previous editions of Real-Time Rendering. This new edition is carefully updated to represent the current state of our field, and will remain the first resource I check when tackling a new challenge." Patrick Cozzi, Principal Graphics Architect, Cesium, and co-editor of OpenGL Insights

"Real-Time Rendering is the first book I recommend reading to anyone who wants to learn real-time graphics. All the relevant knowledge in one place, and a joy to read, too!" Aras Pranckeviius, Unity Technologies

About the Cover: The cover shows an example of advanced real-time rendering technology used in the 2018 Star Wars short Reflections, which includes real-time ray tracing of reflections and area light shadows computed on the GPU. The short was produced by Epic Games and built in Unreal Engine in collaboration with ILMxLAB and NVIDIA.
Preface xiii
1 Introduction 1(10)
1.1 Contents Overview
3(2)
1.2 Notation and Definitions
5(6)
2 The Graphics Rendering Pipeline 11(18)
2.1 Architecture
12(1)
2.2 The Application Stage
13(1)
2.3 Geometry Processing
14(7)
2.4 Rasterization
21(1)
2.5 Pixel Processing
22(3)
2.6 Through the Pipeline
25(4)
3 The Graphics Processing Unit 29(28)
3.1 Data-Parallel Architectures
30(4)
3.2 GPU Pipeline Overview
34(1)
3.3 The Programmable Shader Stage
35(2)
3.4 The Evolution of Programmable Shading and APIs
37(5)
3.5 The Vertex Shader
42(2)
3.6 The Tessellation Stage
44(3)
3.7 The Geometry Shader
47(2)
3.8 The Pixel Shader
49(4)
3.9 The Merging Stage
53(1)
3.10 The Compute Shader
54(3)
4 Transforms 57(46)
4.1 Basic Transforms
58(12)
4.2 Special Matrix Transforms and Operations
70(6)
4.3 Quaternions
76(8)
4.4 Vertex Blending
84(3)
4.5 Morphing
87(5)
4.6 Geometry Cache Playback
92(1)
4.7 Projections
92(11)
5 Shading Basics 103(64)
5.1 Shading Models
103(3)
5.2 Light Sources
106(11)
5.3 Implementing Shading Models
117(13)
5.4 Aliasing and Antialiasing
130(18)
5.5 Transparency, Alpha, and Compositing
148(12)
5.6 Display Encoding
160(7)
6 Texturing 167(56)
6.1 The Texturing Pipeline
169(7)
6.2 Image Texturing
176(22)
6.3 Procedural Texturing
198(2)
6.4 Texture Animation
200(1)
6.5 Material Mapping
201(1)
6.6 Alpha Mapping
202(6)
6.7 Bump Mapping
208(6)
6.8 Parallax Mapping
214(7)
6.9 Textured Lights
221(2)
7 Shadows 223(44)
7.1 Planar Shadows
225(4)
7.2 Shadows on Curved Surfaces
229(1)
7.3 Shadow Volumes
230(4)
7.4 Shadow Maps
234(13)
7.5 Percentage-Closer Filtering
247(3)
7.6 Percentage-Closer Soft Shadows
250(2)
7.7 Filtered Shadow Maps
252(5)
7.8 Volumetric Shadow Techniques
257(2)
7.9 Irregular Z-Buffer Shadows
259(3)
7.10 Other Applications
262(5)
8 Light and Color 267(26)
8.1 Light Quantities
267(14)
8.2 Scene to Screen
281(12)
9 Physically Based Shading 293(82)
9.1 Physics of Light
293(14)
9.2 The Camera
307(1)
9.3 The BRDF
308(7)
9.4 Illumination
315(1)
9.5 Fresnel Reflectance
316(11)
9.6 Microgeometry
327(4)
9.7 Microfacet Theory
331(5)
9.8 BRDF Models for Surface Reflection
336(11)
9.9 BRDF Models for Subsurface Scattering
347(9)
9.10 BRDF Models for Cloth
356(3)
9.11 Wave Optics BRDF Models
359(4)
9.12 Layered Materials
363(2)
9.13 Blending and Filtering Materials
365(10)
10 Local Illumination 375(62)
10.1 Area Light Sources
377(14)
10.2 Environment Lighting
391(1)
10.3 Spherical and Hemispherical Functions
392(12)
10.4 Environment Mapping
404(10)
10.5 Specular Image-Based Lighting
414(10)
10.6 Irradiance Environment Mapping
424(9)
10.7 Sources of Error
433(4)
11 Global Illumination 437(76)
11.1 The Rendering Equation
437(4)
11.2 General Global Illumination
441(5)
11.3 Ambient Occlusion
446(19)
11.4 Directional Occlusion
465(7)
11.5 Diffuse Global Illumination
472(25)
11.6 Specular Global Illumination
497(12)
11.7 Unified Approaches
509(4)
12 Image-Space Effects 513(32)
12.1 Image Processing
513(9)
12.2 Reprojection Techniques
522(2)
12.3 Lens Flare and Bloom
524(3)
12.4 Depth of Field
527(9)
12.5 Motion Blur
536(9)
13 Beyond Polygons 545(44)
13.1 The Rendering Spectrum
545(1)
13.2 Fixed-View Effects
546(1)
13.3 Skyboxes
547(2)
13.4 Light Field Rendering
549(1)
13.5 Sprites and Layers
550(1)
13.6 Billboarding
551(13)
13.7 Displacement Techniques
564(3)
13.8 Particle Systems
567(5)
13.9 Point Rendering
572(6)
13.10 Voxels
578(11)
14 Volumetric and Translucency Rendering 589(62)
14.1 Light Scattering Theory
589(11)
14.2 Specialized Volumetric Rendering
600(5)
14.3 General Volumetric Rendering
605(8)
14.4 Sky Rendering
613(10)
14.5 Translucent Surfaces
623(9)
14.6 Subsurface Scattering
632(8)
14.7 Hair and Fur
640(8)
14.8 Unified Approaches
648(3)
15 Non-Photorealistic Rendering 651(30)
15.1 Toon Shading
652(2)
15.2 Outline Rendering
654(15)
15.3 Stroke Surface Stylization
669(4)
15.4 Lines
673(2)
15.5 Text Rendering
675(6)
16 Polygonal Techniques 681(36)
16.1 Sources of Three-Dimensional Data
682(1)
16.2 Tessellation and Triangulation
683(7)
16.3 Consolidation
690(6)
16.4 Triangle Fans, Strips, and Meshes
696(10)
16.5 Simplification
706(6)
16.6 Compression and Precision
712(5)
17 Curves and Curved Surfaces 717(66)
17.1 Parametric Curves
718(16)
17.2 Parametric Curved Surfaces
734(15)
17.3 Implicit Surfaces
749(4)
17.4 Subdivision Curves
753(3)
17.5 Subdivision Surfaces
756(11)
17.6 Efficient Tessellation
767(16)
18 Pipeline Optimization 783(34)
18.1 Profiling and Debugging Tools
784(2)
18.2 Locating the Bottleneck
786(2)
18.3 Performance Measurements
788(2)
18.4 Optimization
790(15)
18.5 Multiprocessing
805(12)
19 Acceleration Algorithms 817(64)
19.1 Spatial Data Structures
818(12)
19.2 Culling Techniques
830(1)
19.3 Backface Culling
831(4)
19.4 View Frustum Culling
835(2)
19.5 Portal Culling
837(2)
19.6 Detail and Small Triangle Culling
839(1)
19.7 Occlusion Culling
840(10)
19.8 Culling Systems
850(2)
19.9 Level of Detail
852(14)
19.10 Rendering Large Scenes
866(15)
20 Efficient Shading 881(34)
20.1 Deferred Shading
883(5)
20.2 Decal Rendering
888(4)
20.3 Tiled Shading
892(6)
20.4 Clustered Shading
898(7)
20.5 Deferred Texturing
905(3)
20.6 Object- and Texture-Space Shading
908(7)
21 Virtual and Augmented Reality 915(26)
21.1 Equipment and Systems Overview
916(3)
21.2 Physical Elements
919(5)
21.3 APIs and Hardware
924(8)
21.4 Rendering Techniques
932(9)
22 Intersection Test Methods 941(52)
22.1 GPU-Accelerated Picking
942(1)
22.2 Definitions and Tools
943(5)
22.3 Bounding Volume Creation
948(5)
22.4 Geometric Probability
953(1)
22.5 Rules of Thumb
954(1)
22.6 Ray/Sphere Intersection
955(4)
22.7 Ray/Box Intersection
959(3)
22.8 Ray/Triangle Intersection
962(4)
22.9 Ray/Polygon Intersection
966(4)
22.10 Plane/Box Intersection
970(2)
22.11 Triangle/Triangle Intersection
972(2)
22.12 Triangle/Box Intersection
974(2)
22.13 Bounding-Volume/Bounding-Volume Intersection
976(5)
22.14 View Frustum Intersection
981(6)
22.15 Line/Line Intersection
987(3)
22.16 Intersection between Three Planes
990(3)
23 Graphics Hardware 993(48)
23.1 Rasterization
993(9)
23.2 Massive Compute and Scheduling
1002(2)
23.3 Latency and Occupancy
1004(2)
23.4 Memory Architecture and Buses
1006(1)
23.5 Caching and Compression
1007(2)
23.6 Color Buffering
1009(5)
23.7 Depth Culling, Testing, and Buffering
1014(3)
23.8 Texturing
1017(2)
23.9 Architecture
1019(5)
23.10 Case Studies
1024(15)
23.11 Ray Tracing Architectures
1039(2)
24 The Future 1041(10)
24.1 Everything Else
1042(4)
24.2 You
1046(5)
Bibliography 1051(104)
Index 1155
Tomas Akenine-Möller is a professor in computer science with specialization in computer graphics and image processing at the Department of Computer Science, Lund University, Sweden. Over the past years, I've built my own computer graphics group, LUGG (Lund University Graphics Group). Eric Haines currently works at NVIDIA on interactive ray tracing. He cofounded theJournal of Graphics Tools and the Journal of Computer Graphics Techniques. He is also the creator and lecturer for the Udacity MOOC Interactive 3D Graphics.









Naty Hoffman is currently Principal Engineer & Architect at Lucasfilms Advanced Development Group. Previously he was Vice President of Technology at 2K. Prior to that he was employed at Activision (working on graphics R&D for various titles, including the Call of Duty series), SCEA Santa Monica Studio (coding graphics technology for God of War III), Naughty Dog (developing PS3 first-party libraries), Westwood Studios (leading graphics development on Earth and Beyond) and Intel (driving Pentium pipeline modifications and assisting the SSE / SSE2 instruction set definition).



AngeloPescecurrently serves as a Technical Director for Activision Central Technology where he helps the Call of Duty studios with rendering R&D. His interest in Computer Graphics started in his teens by joining the demoscene community.In the past he has worked on rendering solutions for companies such as Milestone, Electronic Arts, Capcom and Relic Entertainment.



 Sebastien Hillaire is a senior rendering engineer pushing visual quality, performance and workflows within the Frostbite team at Electronic Arts. He obtained his PhD in Computer Science from the French National Institute of Applied Science in 2010, during which he focused on using gaze tracking to enhance virtual reality user experiences.















Micha Iwanicki currently works as a Technical Director in Activision Central Technology group, where he focuses on graphics related research. He worked on rendering and engine code for games in The Witcher, The Last of Us, and the Call of Duty series