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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】

Real-Time Rendering Third Edition
  • 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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