Real-Time Rendering, Third Edition

Author: Tomas Akenine-Möller,Eric Haines,Naty Hoffman

Publisher: CRC Press

ISBN: 1498785638

Category: Computers

Page: 1045

View: 7885

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, 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. The authors have made the figures used in the book available for download for fair use.:Download Figures.
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Real-Time Rendering, Third Edition

Author: Tomas Akenine-Möller,Eric Haines,Naty Hoffman

Publisher: CRC Press

ISBN: 1439865299

Category: Computers

Page: 1045

View: 8539

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, 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. The authors have made the figures used in the book available for download for fair use.:Download Figures.
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Real-Time Rendering, Third Edition

Author: Tomas Akenine-Möller,Eric Haines,Naty Hoffman

Publisher: A K Peters, Ltd.

ISBN: 1439865299

Category: Computers

Page: 1045

View: 5061

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, 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. The authors have made the figures used in the book available for download for fair use.:Download Figures.
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Real-Time Rendering, Fourth Edition

Author: Tomas Akenine-Mo?ller,Eric Haines,Naty Hoffman

Publisher: CRC Press

ISBN: 1351816144

Category: Computers

Page: 1178

View: 3636

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.
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Real-Time Rendering

Computer Graphics with Control Engineering

Author: Gabriyel Wong,Jianliang Wang

Publisher: CRC Press

ISBN: 1466583592

Category: Computers

Page: 223

View: 9498

Consumers today expect extremely realistic imagery generated in real time for interactive applications such as computer games, virtual prototyping, and scientific visualisation. However, the increasing demands for fidelity coupled with rapid advances in hardware architecture pose a challenge: how do you find optimal, sustainable solutions to accommodate both speed of rendering and quality? Real-Time Rendering: Computer Graphics with Control Engineering presents a novel framework for solving the perennial challenge of resource allocation and the trade-off between quality and speed in interactive computer graphics rendering. Conventional approaches are mainly based on heuristics and algorithms, are largely application specific, and offer fluctuating performance, particularly as applications become more complex. The solution proposed by the authors draws on powerful concepts from control engineering to address these shortcomings. Expanding the horizon of real-time rendering techniques, this book: Explains how control systems work with real-time computer graphics Proposes a data-driven modelling approach that more accurately represents the system behaviour of the rendering process Develops a control system strategy for linear and non-linear models using proportional, integral, derivative (PID) and fuzzy control techniques Uses real-world data from rendering applications in proof-of-concept experiments Compares the proposed solution to existing techniques Provides practical details on implementation, including references to tools and source code This pioneering work takes a major step forward by applying control theory in the context of a computer graphics system. Promoting cross-disciplinary research, it offers guidance for anyone who wants to develop more advanced solutions for real-time computer graphics rendering.
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Real-Time Shadows

Author: Elmar Eisemann,Michael Schwarz,Ulf Assarsson,Michael Wimmer

Publisher: CRC Press

ISBN: 1439867690

Category: Computers

Page: 384

View: 7173

Important elements of games, movies, and other computer-generated content, shadows are crucial for enhancing realism and providing important visual cues. In recent years, there have been notable improvements in visual quality and speed, making high-quality realistic real-time shadows a reachable goal. Real-Time Shadows is a comprehensive guide to the theory and practice of real-time shadow techniques. It covers a large variety of different effects, including hard, soft, volumetric, and semi-transparent shadows. The book explains the basics as well as many advanced aspects related to the domain of shadow computation. It presents interactive solutions and practical details on shadow computation. The authors compare various algorithms for creating real-time shadows and illustrate how they are used in different situations. They explore the limitations and failure cases, advantages and disadvantages, and suitability of the algorithms in several applications. Source code, videos, tutorials, and more are available on the book’s website www.realtimeshadows.com.
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Real-Time Collision Detection

Author: Christer Ericson

Publisher: CRC Press

ISBN: 1558607323

Category: Art

Page: 632

View: 4144

Written by an expert in the game industry, Christer Ericson's new book is a comprehensive guide to the components of efficient real-time collision detection systems. The book provides the tools and know-how needed to implement industrial-strength collision detection for the highly detailed dynamic environments of applications such as 3D games, virtual reality applications, and physical simulators. Of the many topics covered, a key focus is on spatial and object partitioning through a wide variety of grids, trees, and sorting methods. The author also presents a large collection of intersection and distance tests for both simple and complex geometric shapes. Sections on vector and matrix algebra provide the background for advanced topics such as Voronoi regions, Minkowski sums, and linear and quadratic programming. Of utmost importance to programmers but rarely discussed in this much detail in other books are the chapters covering numerical and geometric robustness, both essential topics for collision detection systems. Also unique are the chapters discussing how graphics hardware can assist in collision detection computations and on advanced optimization for modern computer architectures. All in all, this comprehensive book will become the industry standard for years to come.
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Physically Based Rendering

From Theory to Implementation

Author: Matt Pharr,Wenzel Jakob,Greg Humphreys

Publisher: Morgan Kaufmann

ISBN: 0128007095

Category: Computers

Page: 1266

View: 9943

Physically Based Rendering: From Theory to Implementation, Third Edition, describes both the mathematical theory behind a modern photorealistic rendering system and its practical implementation. Through a method known as 'literate programming', the authors combine human-readable documentation and source code into a single reference that is specifically designed to aid comprehension. The result is a stunning achievement in graphics education. Through the ideas and software in this book, users will learn to design and employ a fully-featured rendering system for creating stunning imagery. This completely updated and revised edition includes new coverage on ray-tracing hair and curves primitives, numerical precision issues with ray tracing, LBVHs, realistic camera models, the measurement equation, and much more. It is a must-have, full color resource on physically-based rendering. Presents up-to-date revisions of the seminal reference on rendering, including new sections on bidirectional path tracing, numerical robustness issues in ray tracing, realistic camera models, and subsurface scattering Provides the source code for a complete rendering system allowing readers to get up and running fast Includes a unique indexing feature, literate programming, that lists the locations of each function, variable, and method on the page where they are first described Serves as an essential resource on physically-based rendering
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Digital Lighting & Rendering

Author: Jeremy Birn

Publisher: Pearson Education

ISBN: 0321928989

Category: Computers

Page: 453

View: 7614

Provides information on lighting and rendering techniques to create realistic illumination, shadows, and textures.
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OpenGL Insights

Author: Patrick Cozzi,Christophe Riccio

Publisher: CRC Press

ISBN: 1439893764

Category: Computers

Page: 712

View: 9877

Get Real-World Insight from Experienced Professionals in the OpenGL Community With OpenGL, OpenGL ES, and WebGL, real-time rendering is becoming available everywhere, from AAA games to mobile phones to web pages. Assembling contributions from experienced developers, vendors, researchers, and educators, OpenGL Insights presents real-world techniques for intermediate and advanced OpenGL, OpenGL ES, and WebGL developers. Go Beyond the Basics The book thoroughly covers a range of topics, including OpenGL 4.2 and recent extensions. It explains how to optimize for mobile devices, explores the design of WebGL libraries, and discusses OpenGL in the classroom. The contributors also examine asynchronous buffer and texture transfers, performance state tracking, and programmable vertex pulling. Sharpen Your Skills Focusing on current and emerging techniques for the OpenGL family of APIs, this book demonstrates the breadth and depth of OpenGL. Readers will gain practical skills to solve problems related to performance, rendering, profiling, framework design, and more.
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Fundamentals of Computer Graphics, Fourth Edition

Author: Steve Marschner,Peter Shirley

Publisher: CRC Press

ISBN: 1498785905

Category: Computers

Page: 734

View: 3527

Drawing on an impressive roster of experts in the field, Fundamentals of Computer Graphics, Fourth Edition offers an ideal resource for computer course curricula as well as a user-friendly personal or professional reference. Focusing on geometric intuition, the book gives the necessary information for understanding how images get onto the screen by using the complementary approaches of ray tracing and rasterization. It covers topics common to an introductory course, such as sampling theory, texture mapping, spatial data structure, and splines. It also includes a number of contributed chapters from authors known for their expertise and clear way of explaining concepts. Highlights of the Fourth Edition Include: Updated coverage of existing topics Major updates and improvements to several chapters, including texture mapping, graphics hardware, signal processing, and data structures A text now printed entirely in four-color to enhance illustrative figures of concepts The fourth edition of Fundamentals of Computer Graphics continues to provide an outstanding and comprehensive introduction to basic computer graphic technology and theory. It retains an informal and intuitive style while improving precision, consistency, and completeness of material, allowing aspiring and experienced graphics programmers to better understand and apply foundational principles to the development of efficient code in creating film, game, or web designs.
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Handbook of Digital Image Synthesis

Scientific Foundations of Rendering

Author: Vincent Pegoraro

Publisher: CRC Press

ISBN: 1315395215

Category: Computers

Page: 880

View: 8910

The Handbook of Digital Image Synthesis constitutes a comprehensive reference guide in the rapidly-developing field of computer graphics, whose applications span not only the movie and gaming industries, but also digital marketing, industrial and architectural design, virtual-environment simulators, and medical imaging. This resource provides an extensive, yet concise, treatment of the elementary principles and advanced concepts underpinning digital image synthesis, while covering a broad range of scientific topics such as pure and applied mathematics, geometric surfaces and data structures, the physics of light interaction and propagation, analytical and numerical simulation schemes, and optical perception and imaging. With its foundations laid from the ground up, the content includes a compilation of the theoretical formulas relevant for practical implementation in an actual rendering system, along with their step-by-step derivation, which provides field practitioners with a thorough understanding of their underlying assumptions and limitations, as well as with the methodologies necessary to adapt the results to new problems. Throughout, the presentation of the material is substantiated by numerous figures and computer-generated images illustrating the core ideas, several tables synthesizing results and industry standards, and platform-independent pseudo-code highlighting the core algorithms, in addition to a large collection of bibliographic references to the literature and an index of the standard scientific terms defined therein, thereby allowing the reader to rapidly harness fundamental notions and experimental trends.
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Graphics Gems

Author: Paul S. Heckbert

Publisher: Elsevier

ISBN: 1483218090

Category: Computers

Page: 600

View: 2737

Graphics Gems IV contains practical techniques for 2D and 3D modeling, animation, rendering, and image processing. The book presents articles on polygons and polyhedral; a mix of formulas, optimized algorithms, and tutorial information on the geometry of 2D, 3D, and n-D space; transformations; and parametric curves and surfaces. The text also includes articles on ray tracing; shading 3D models; and frame buffer techniques. Articles on image processing; algorithms for graphical layout; basic interpolation methods; and subroutine libraries for vector and matrix algebra are also demonstrated. Computer engineers and designers will find the book invaluable.
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3D Game Engine Design

A Practical Approach to Real-Time Computer Graphics

Author: David H. Eberly

Publisher: CRC Press

ISBN: 1482267306

Category: Art

Page: 1040

View: 3119

A major revision of the international bestseller on game programming! Graphics hardware has evolved enormously in the last decade. Hardware can now be directly controlled through techniques such as shader programming, which requires an entirely new thought process of a programmer. 3D Game Engine Design, Second Edition shows step-by-step how to make a shader-based graphics engine and how to tame the new technology. Much new material has been added, including more than twice the coverage of the essential techniques of scene graph management, as well as new methods for managing memory usage in the new generation of game consoles and portable game players. There are expanded discussions of collision detection, collision avoidance, and physics - all challenging subjects for developers.
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Marooned in Realtime

Author: Vernor Vinge

Publisher: Macmillan

ISBN: 9781429915120

Category: Fiction

Page: 288

View: 4782

Multiple Hugo Award winner Vernor Vinge takes readers on a fifty-million-year trip to a future where humanity's fate will be decided in a dangerous game of high-tech survival. In this taut thriller, a Hugo finalist for Best Novel, nobody knows why there are only three hundred humans left alive on the Earth fifty million years from now. Opinion is fiercely divided on whether to settle in and plant the seed of mankind anew, or to continue using high-energy stasis fields, or "bobbles," in venturing into the future. When somebody is murdered, it's obvious someone has a secret he or she is willing to kill to preserve.The murder intensifies the rift between the two factions, threatening the survival of the human race. It's up to 21st century detective Wil Brierson, the only cop left in the world, to find the culprit, a diabolical fiend whose lust for power could cause the utter extinction of man. Filled with excitement and adventure, Vinge's tense SF puzzler will satisfy readers with its sense of wonder and engaging characters, one of whom is a murderer with a unique modus operandi. At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.
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Real-time Rendering Tricks and Techniques in DirectX

Author: Kelly Dempski

Publisher: Cengage Learning Ptr

ISBN: 9781931841276

Category: Computers

Page: 821

View: 5750

Providing explanations on how to implement commonly asked for features using the DirectX 8 API, this text should be of interest to both graphic designers and games programmers.
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Computer Graphics

Principles and Practice

Author: James D. Foley

Publisher: Addison-Wesley Professional

ISBN: 9780201848403

Category: Computers

Page: 1175

View: 918

A guide to the concepts and applications of computer graphics covers such topics as interaction techniques, dialogue design, and user interface software.
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Mathematics for 3D Game Programming and Computer Graphics, Third Edition

Author: Eric Lengyel

Publisher: Cengage Learning

ISBN: 1435458877

Category: Computer games

Page: 576

View: 1270

This updated third edition addresses the mathematical skills that a programmer needs to develop a 3D game engine and computer graphics for professional-level games. MATHEMATICS FOR 3D GAME PROGRAMMING & COMPUTER GRAPHICS, THIRD EDITION is suitable for adv
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Advanced Global Illumination, Second Edition

Author: Philip Dutre,Philippe Bekaert,Kavita Bala

Publisher: CRC Press

ISBN: 149878562X

Category: Computers

Page: 384

View: 3708

This book provides a fundamental understanding of global illumination algorithms. It discusses a broad class of algorithms for realistic image synthesis and introduces a theoretical basis for the algorithms presented. Topics include: physics of light transport, Monte Carlo methods, general strategies for solving the rendering equation, stochastic path-tracing algorithms such as ray tracing and light tracing, stochastic radiosity including photon density estimation and hierarchical Monte Carlo radiosity, hybrid algorithms, metropolis light transport, irradiance caching, photon mapping and instant radiosity, beyond the rendering equation, image display and human perception. If you want to design and implement a global illumination rendering system or need to use and modify an existing system for your specific purpose, this book will give you the tools and the understanding to do so.
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Graphics Shaders

Theory and Practice, Second Edition

Author: Mike Bailey,Steve Cunningham

Publisher: CRC Press

ISBN: 1439867755

Category: Computers

Page: 518

View: 4177

Graphics Shaders: Theory and Practice is intended for a second course in computer graphics at the undergraduate or graduate level, introducing shader programming in general, but focusing on the GLSL shading language. While teaching how to write programmable shaders, the authors also teach and reinforce the fundamentals of computer graphics. The second edition has been updated to incorporate changes in the OpenGL API (OpenGL 4.x and GLSL 4.x0) and also has a chapter on the new tessellation shaders, including many practical examples. The book starts with a quick review of the graphics pipeline, emphasizing features that are rarely taught in introductory courses, but are immediately exposed in shader work. It then covers shader-specific theory for vertex, tessellation, geometry, and fragment shaders using the GLSL 4.x0 shading language. The text also introduces the freely available glman tool that enables you to develop, test, and tune shaders separately from the applications that will use them. The authors explore how shaders can be used to support a wide variety of applications and present examples of shaders in 3D geometry, scientific visualization, geometry morphing, algorithmic art, and more. Features of the Second Edition: Written using the most recent specification releases (OpenGL 4.x and GLSL 4.x0) including code examples brought up-to-date with the current standard of the GLSL language. More examples and more exercises A chapter on tessellation shaders An expanded Serious Fun chapter with examples that illustrate using shaders to produce fun effects A discussion of how to handle the major changes occurring in the OpenGL standard, and some C++ classes to help you manage that transition The authors thoroughly explain the concepts, use sample code to describe details of the concepts, and then challenge you to extend the examples. They provide sample source code for many of the book’s examples at www.cgeducation.org
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