Real-Time Rendering, Third Edition

Tomas Akenine-Moller

文学

图形学 计算机图形学 游戏编程 Graphics 游戏开发 real-timeRender CG 计算机

2008-7-25

A K Peters/CRC Press

目录
Preface xi -- 1 Introduction 1 1.1 Contents Overview 2 1.2 Notation and Definitions 4 -- 2 The Graphics Rendering Pipeline 11 2.1 Architecture 12 2.2 The Application Stage 14 2.3 The Geometry Stage 15 2.4 The Rasterizer Stage 21 2.5 Through the Pipeline 25 -- 3 The Graphics Processing Unit 29 3.1 GPU Pipeline Overview 30 3.2 The Programmable Shader Stage 30 3.3 The Evolution of Programmable Shading 33 3.4 The Vertex Shader 38 3.5 The Geometry Shader 40 3.6 The Pixel Shader 42 3.7 The Merging Stage 44 3.8 Effects 45 -- 4 Transforms 53 4.1 Basic Transforms 55 4.2 Special Matrix Transforms and Operations 65 4.3 Quaternions 72 4.4 Vertex Blending 80 4.5 Morphing 85 4.6 Projections 89 -- 5 Visual Appearance 99 5.1 Visual Phenomena 99 5.2 Light Sources 100 5.3 Material 104 5.4 Sensor 107 5.5 Shading 110 5.6 Aliasing and Antialiasing 116 5.7 Transparency, Alpha, and Compositing 134 5.8 Gamma Correction 141 -- 6 Texturing 147 6.1 The Texturing Pipeline 148 6.2 Image Texturing 156 6.3 Procedural Texturing 178 6.4 Texture Animation 180 6.5 Material Mapping 180 6.6 Alpha Mapping 181 6.7 Bump Mapping 183 -- 7 Advanced Shading 201 7.1 Radiometry 202 7.2 Photometry 209 7.3 Colorimetry 210 7.4 Light Source Types 217 7.5 BRDF Theory 223 7.6 BRDF Models 251 7.7 BRDF Acquisition and Representation 264 7.8 Implementing BRDFs 269 7.9 Combining Lights and Materials 275 -- 8 Area and Environmental Lighting 285 8.1 Radiometry for Arbitrary Lighting 286 8.2 Area Light Sources 289 8.3 Ambient Light 295 8.4 Environment Mapping 297 8.5 Glossy Reflections from Environment Maps 308 8.6 Irradiance Environment Mapping 314 -- 9 Global Illumination 327 9.1 Shadows 331 9.2 Ambient Occlusion 373 9.3 Reflections 386 9.4 Transmittance 392 9.5 Refractions 396 9.6 Caustics 399 9.7 Global Subsurface Scattering 401 9.8 Full Global Illumination 407 9.9 Precomputed Lighting 417 9.10 Precomputed Occlusion 425 9.11 Precomputed Radiance Transfer 430 -- 10 Image-Based Effects 439 10.1 The Rendering Spectrum 440 10.2 Fixed-View Effects 440 10.3 Skyboxes 443 10.4 Light Field Rendering 444 10.5 Sprites and Layers 445 10.6 Billboarding 446 10.7 Particle Systems 455 10.8 Displacement Techniques 463 10.9 Image Processing 467 10.10 Color Correction 474 10.11 Tone Mapping 475 10.12 Lens Flare and Bloom 482 10.13 Depth of Field 486 10.14 Motion Blur 490 10.15 Fog 496 10.16 Volume Rendering 502 -- 11 Non-Photorealistic Rendering 507 11.1 Toon Shading 508 11.2 Silhouette Edge Rendering 510 11.3 Other Styles 523 11.4 Lines 527 -- 12 Polygonal Techniques 531 12.1 Sources of Three-Dimensional Data 532 12.2 Tessellation and Triangulation 534 12.3 Consolidation 541 12.4 Triangle Fans, Strips, and Meshes 547 12.5 Simplification 561 -- 13 Curves and Curved Surfaces 575 13.1 Parametric Curves 576 13.2 Parametric Curved Surfaces 592 13.3 Implicit Surfaces 606 13.4 Subdivision Curves 608 13.5 Subdivision Surfaces 611 13.6 Effcient Tessellation 629 -- 14 Acceleration Algorithms 645 14.1 Spatial Data Structures 647 14.2 Culling Techniques 660 14.3 Hierarchical View Frustum Culling 664 14.4 Portal Culling 667 14.5 Detail Culling 670 14.6 Occlusion Culling 670 14.7 Level of Detail 680 14.8 Large Model Rendering 693 14.9 Point Rendering 693 -- 15 Pipeline Optimization 697 15.1 Profiling Tools 698 15.2 Locating the Bottleneck 699 15.3 Performance Measurements 702 15.4 Optimization 703 15.5 Multiprocessing 716 -- 16 Intersection Test Methods 725 16.1 Hardware-Accelerated Picking 726 16.2 Definitions and Tools 727 16.3 Bounding Volume Creation 732 16.4 Geometric Probability 735 16.5 Rules of Thumb 737 16.6 Ray/Sphere Intersection 738 16.7 Ray/Box Intersection 741 16.8 Ray/Triangle Intersection 746 16.9 Ray/Polygon Intersection 750 16.10 Plane/Box Intersection Detection 755 16.11 Triangle/Triangle Intersection 757 16.12 Triangle/Box Overlap 760 16.13 BV/BV Intersection Tests 762 16.14 View Frustum Intersection 771 16.15 Shaft/Box and Shaft/Sphere Intersection 778 16.16 Line/Line Intersection Tests 780 16.17 Intersection Between Three Planes 782 16.18 Dynamic Intersection Testing 783 -- 17 Collision Detection 793 17.1 Collision Detection with Rays 795 17.2 Dynamic CD using BSP Trees 797 17.3 General Hierarchical Collision Detection 802 17.4 OBBTree 807 17.5 A Multiple Objects CD System 811 17.6 Miscellaneous Topics 816 17.7 Other Work 826 -- 18 Graphics Hardware 829 18.1 Buffers and Buffering 829 18.2 Perspective-Correct Interpolation 838 18.3 Architecture 840 18.4 Case Studies 859 -- 19 The Future 879 19.1 Everything Else 879 19.2 You 885 -- A Some Linear Algebra 889 A.1 Euclidean Space 889 A.2 Geometrical Interpretation 892 A.3 Matrices 897 A.4 Homogeneous Notation 905 A.5 Geometry 906 -- B Trigonometry 913 B.1 Definitions 913 B.2 Trigonometric Laws and Formulae 915 -- Bibliography 921 Index 1003
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内容简介
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 or 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.
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