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Real-Time Rendering Third Edition【2025|PDF|Epub|mobi|kindle电子书版本百度云盘下载】
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- 著
- 出版社: Ltd
- ISBN:9781568814247
- 出版时间:2008
- 标注页数:1027页
- 文件大小:433MB
- 文件页数:1044页
- 主题词:
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图书目录
1 Introduction1
1.1 Contents Overview2
1.2 Notation and Definitions4
2 The Graphics Rendering Pipeline11
2.1 Architecture12
2.2 The Application Stage14
2.3 The Geometry Stage15
2.4 The Rasterizer Stage21
2.5 Through the Pipeline25
3 The Graphics Processing Unit29
3.1 GPU Pipeline Overview30
3.2 The Programmable Shader Stage30
3.3 The Evolution of Programmable Shading33
3.4 The Vertex Shader38
3.5 The Geometry Shader40
3.6 The Pixel Shader42
3.7 The Merging Stage44
3.8 Effects45
4 Transforms53
4.1 Basic Transforms55
4.2 Special Matrix Transforms and Operations65
4.3 Quaternions72
4.4 Vertex Blending80
4.5 Morphing85
4.6 Projections89
5 Visual Appearance99
5.1 Visual Phenomena99
5.2 Light Sources100
5.3 Material104
5.4 Sensor107
5.5 Shading110
5.6 Aliasing and Antialiasing116
5.7 Transparency,Alpha,and Compositing134
5.8 Gamma Correction141
6 Texturing147
6.1 The Texturing Pipeline148
6.2 Image Texturing156
6.3 Procedural Texturing178
6.4 Texture Animation180
6.5 Material Mapping180
6.6 Alpha Mapping181
6.7 Bump Mapping183
7 Advanced Shading201
7.1 Radiometry202
7.2 Photometry209
7.3 Colorimetry210
7.4 Light Source Types217
7.5 BRDF Theory223
7.6 BRDF Models251
7.7 BRDF Acquisition and Representation264
7.8 Implementing BRDFs269
7.9 Combining Lights and Materials275
8 Area and Environmental Lighting285
8.1 Radiometry for Arbitrary Lighting286
8.2 Area Light Sources289
8.3 Ambient Light295
8.4 Environment Mapping297
8.5 Glossy Reflections from Environment Maps308
8.6 Irradiance Environment Mapping314
9 Global Illumination327
9.1 Shadows331
9.2 Ambient Occlusion373
9.3 Reflections386
9.4 Transmittance392
9.5 Refractions396
9.6 Caustics399
9.7 Global Subsurface Scattering401
9.8 Full Global Illumination407
9.9 Precomputed Lighting417
9.10 Precomputed Occlusion425
9.11 Precomputed Radiance Transfer430
10 Image-Based Effects439
10.1 The Rendering Spectrum440
10.2 Fixed-View Effects440
10.3 Skyboxes443
10.4 Light Field Rendering444
10.5 Sprites and Layers445
10.6 Billboarding446
10.7 Particle Systems455
10.8 Displacement Techniques463
10.9 Image Processing467
10.10 Color Correction474
10.11 Tone Mapping475
10.12 Lens Flare and Bloom482
10.13 Depth of Field486
10.14 Motion Blur490
10.15 Fog496
10.16 Volume Rendering502
11 Non-Photorealistic Rendering507
11.1 Toon Shading508
11.2 Silhouette Edge Rendering510
11.3 Other Styles523
11.4 Lines527
12 Polygonal Techniques531
12.1 Sources of Three-Dimensional Data532
12.2 Tessellation and Triangulation534
12.3 Consolidation541
12.4 Triangle Fans,Strips,and Meshes547
12.5 Simplification561
13 Curves and Curved Surfaces575
13.1 Parametric Curves576
13.2 Parametric Curved Surfaces592
13.3 Implicit Surfaces606
13.4 Subdivision Curves608
13.5 Subdivision Surfaces611
13.6 Efficient Tessellation629
14 Acceleration Algorithms645
14.1 Spatial Data Structures647
14.2 Culling Techniques660
14.3 Hierarchical View Frustum Culling664
14.4 Portal Culling667
14.5 Detail Culling670
14.6 Occlusion Culling670
14.7 Level of Detail680
14.8 Large Model Rendering693
14.9 Point Rendering693
15 Pipeline Optimization697
15.1 Profiling Tools698
15.2 Locating the Bottleneck699
15.3 Performance Measurements702
15.4 Optimization703
15.5 Multiprocessing716
16 Intersection Test Methods725
16.1 Hardware-Accelerated Picking726
16.2 Definitions and Tools727
16.3 Bounding Volume Creation732
16.4 Geometric Probability735
16.5 Rules of Thumb737
16.6 Ray/Sphere Intersection738
16.7 Ray/Box Intersection741
16.8 Ray/Triangle Intersection746
16.9 Ray/Polygon Intersection750
16.10 Plane/Box Intersection Detection755
16.11 Triangle/Triangle Intersection757
16.12 Triangle/Box Overlap760
16.13 BV/BV Intersection Tests762
16.14 View Frustum Intersection771
16.15 Shaft/Box and Shaft/Sphere Intersection778
16.16 Line/Line Intersection Tests780
16.17 Intersection Between Three Planes782
16.18 Dynamic Intersection Testing783
17 Collision Detection793
17.1 Collision Detection with Rays795
17.2 Dynamic CD using BSP Trees797
17.3 General Hierarchical Collision Detection802
17.4 OBBTree807
17.5 A Multiple Objects CD System811
17.6 Miscellaneous Topics816
17.7 Other Work826
18 Graphics Hardware829
18.1 Buffers and Buffering829
18.2 Perspective-Correct Interpolation838
18.3 Architecture840
18.4 Case Studies859
19 The Future879
19.1 Everything Else879
19.2 You885
A Some Linear Algebra889
A.1 Euclidean Space889
A.2 Geometrical Interpretation892
A.3 Matrices897
A.4 Homogeneous Notation905
A.5 Geometry906
B Trigonometry913
B.1 Definitions913
B.2 Trigonometric Laws and Formulae915
Bibliography921
Index1003
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