Real-Time Rendering, Fourth Edition
Autor Tomas Akenine-Mo¨ller, Eric Haines, Naty Hoffmanen Limba Engleză Hardback – 6 aug 2018
Cea de-a patra ediție a Real-Time Rendering, Fourth Edition reprezintă standardul industrial actual pentru tot ce înseamnă generarea de imagini 3D sintetice într-o fracțiune de secundă. Suntem de părere că această revizuire este esențială, deoarece se concentrează pe era shaderelor programabile și pe noile fluxuri de lucru impuse de evoluția GPU-urilor moderne. Autorii Tomas Akenine-Mo¨ller, Eric Haines și Naty Hoffman acoperă tehnologii critice, de la bazele matematice ale transformărilor, până la tehnici avansate de Physically-Based Shading (PBS) și Ray Tracing în timp real.
Notăm cu interes organizarea riguroasă a celor 24 de capitole. Volumul debutează cu arhitectura pipeline-ului grafic și funcționarea unităților de procesare grafică (GPU), avansând rapid spre subiecte complexe precum texturarea, umbrele și iluminarea globală. Un element distinctiv al acestei ediții este extinderea secțiunilor dedicate aspectului vizual și introducerea unui capitol dedicat exclusiv Realității Virtuale și Augmentate, tehnologii care definesc prezentul interacțiunii digitale. Ca și Wolfgang Engel în GPU Pro 4, autorii distilează experiență reală în principii acționabile, oferind studii de caz ancorate în tehnologii precum Unreal Engine.
Putem afirma că lucrarea reușește să mențină un echilibru fin între rigoarea teoretică — esențială pentru înțelegerea fenomenelor fizice ale luminii — și implementarea practică. Deși volumul are o dimensiune considerabilă, de aproape 1200 de pagini, stilul este unul abordabil, facilitând tranziția de la algoritmi matematici la randarea efectivă în jocuri video și aplicații interactive. Spre deosebire de Physically Based Rendering, fourth edition de Matt Pharr, care se concentrează pe realismul fotorealist de tip offline, acest titlu rămâne autoritatea supremă pentru constrângerile de performanță specifice timpului real.
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Specificații
ISBN-10: 1138627003
Pagini: 1198
Ilustrații: Illustrations (chiefly col.)
Dimensiuni: 191 x 235 x 63 mm
Greutate: 2.6 kg
Ediția:4th edition
Editura: CRC Press
Colecția A K Peters/CRC Press
Public țintă
Professional Practice & DevelopmentDe ce să citești această carte
Recomandăm această carte profesioniștilor din industria jocurilor video și cercetătorilor care doresc să stăpânească arhitectura grafică modernă. Cititorul câștigă o înțelegere profundă a modului în care hardware-ul actual procesează geometria și lumina. Este un instrument indispensabil pentru inginerii de engine-uri grafice care au nevoie de o referință tehnică solidă pentru optimizarea pipeline-urilor și implementarea celor mai noi tehnici de shading.
Cuprins
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
Descriere
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. Key FeaturesCovers topics from essential mathematical foundations to advanced techniques used by today's cutting edge gamesCase studies are grounded in specific real-time rendering technologiesRevised and revamped for its updated fourth edition, which focuses on modern techniques and used to generate three-dimensional images in a fraction of time old processes tookCovers practical rendering for games to math and details for better interactive applications.
Reviews"This is the book I recommend to everyone starting out in the industry. Not only is it a great reference on so many topics, each topic is covered in impressive depth with great references for further exploration." - Alex Vlachos, Valve"Real-Time Rendering condenses literally thousands of cutting-edge papers, talks, and blogs into a single, easy-to-read volume presenting today's best practices, open problems, and promising state-of-the-art research. A key reference for beginners and experts!" - Chris Wyman, Principal Research Scientist, NVIDIA "Since it was first published, Real-Time Rendering has been an invaluable companion to anyone who wants to keep up with this dynamic field.
It combines rigorous coverage of the fundamentals with up-to-date discussion of the latest techniques. The fourth edition is required reading for anyone serious about computer graphics." - Matt Pharr, co-author of Physically Based Rendering: From Theory to Implementation"I built our rendering engine and my career on what I learned in previous editions of Real-Time Rendering. This new edition is carefully updated to represent the current state of our field, and will remain the first resource I check when tackling a new challenge." - Patrick Cozzi, Principal Graphics Architect, Cesium, and co-editor of OpenGL Insights"Real-Time Rendering is the first book I recommend reading to anyone who wants to learn real-time graphics.
All the relevant knowledge in one place, and a joy to read, too!" - Aras Pranckevicius, Unity Technologies About the Cover: The cover shows an example of advanced real-time rendering technology used in the 2018 Star Wars (TM) short Reflections, which includes real-time ray tracing of reflections and area light shadows computed on the GPU. The short was produced by Epic Games and built in Unreal Engine in collaboration with ILMxLAB and NVIDIA.KeyFeatures
- Coverstopicsfromessentialmathematicalfoundationstoadvancedtechniquesusedbytoday'scuttingedgegames
- Casestudiesaregroundedinspecificreal-timerenderingtechnologies
- Revisedandrevampedforitsupdatedfourthedition,whichfocusesonmoderntechniquesandusedtogeneratethree-dimensionalimagesinafractionoftimeoldprocessestook
- Coverspracticalrenderingforgamestomathanddetailsforbetterinteractiveapplications.
- Reviews
"ThisisthebookIrecommendtoeveryonestartingoutintheindustry.Notonlyisitagreatreferenceonsomanytopics,eachtopiciscoveredinimpressivedepthwithgreatreferencesforfurtherexploration."--AlexVlachos,Valve
"Real-TimeRenderingcondensesliterallythousandsofcutting-edgepapers,talks,andblogsintoasingle,easy-to-readvolumepresentingtoday'sbestpractices,openproblems,andpromisingstate-of-the-artresearch.Akeyreferenceforbeginnersandexperts"--ChrisWyman,PrincipalResearchScientist,NVIDIA
"Sinceitwasfirstpublished,Real-TimeRenderinghasbeenaninvaluablecompaniontoanyonewhowantstokeepupwiththisdynamicfield.Itcombinesrigorouscoverageofthefundamentalswithup-to-datediscussionofthelatesttechniques.Thefourtheditionisrequiredreadingforanyoneseriousaboutcomputergraphics."--MattPharr,co-authorofPhysicallyBasedRendering:FromTheorytoImplementation
"IbuiltourrenderingengineandmycareeronwhatIlearnedinpreviouseditionsofReal-TimeRendering.Thisneweditioniscarefullyupdatedtorepresentthecurrentstateofourfield,andwillremainthefirstresourceIcheckwhentacklinganewchallenge."--PatrickCozzi,PrincipalGraphicsArchitect,Cesium,andco-editorofOpenGLInsights
"Real-TimeRenderingisthefirstbookIrecommendreadingtoanyonewhowantstolearnreal-timegraphics.Alltherelevantknowledgeinoneplace,andajoytoread,too"--ArasPranckevičius,UnityTechnologies
AbouttheCover:Thecovershowsanexampleofadvancedreal-timerenderingtechnologyusedinthe2018StarWars(TM)shortReflections,whichincludesreal-timeraytracingofreflectionsandarealightshadowscomputedontheGPU.TheshortwasproducedbyEpicGamesandbuiltinUnrealEngineincollaborationwithILMxLABandNVIDIA.