Real-Time Rendering, Fourth Edition
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portes grátis
Real-Time Rendering, Fourth Edition
Haines, Eric; Akenine-Moeller, Tomas; Hoffman, Naty
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
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
Este título pertence ao(s) assunto(s) indicados(s). Para ver outros títulos clique no assunto desejado.
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
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
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
Este título pertence ao(s) assunto(s) indicados(s). Para ver outros títulos clique no assunto desejado.
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