
Real-Time Rendering, Fourth Edition
by Tomas Akenine-Möller, Eric Haines, Naty Hoffman
4th Edition
Publisher: A K Peters/CRC Press
Book Details
| Print ISBN | 9781138627000 |
| eText ISBN | 9781351816144 |
| Publisher | A K Peters/CRC Press |
| Publishing Year | 2018 |
| Edition | 4th Edition |
| Language | English |
| Pages | 1178 |
Real-Time Rendering, Fourth Edition is a 4th Edition reference focused on generating synthetic three-dimensional images rapidly using programmable shaders. The volume addresses techniques that allow viewers to interact with virtual environments in real time.
The text links core mathematical foundations with practical rendering methods used across games and other interactive applications. Major subjects include the graphics rendering pipeline, GPU architecture, shading models, and lighting computation.
Prepared for anyone serious about computer graphics, the 2018 volume introduced a dedicated chapter on virtual and augmented reality. It also offers guidance on increasing rendering speed and improving image quality through acceleration algorithms.
Table of Contents
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
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