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2 Burnside - Bldg. 2 Graphics- Programming
25 Remote Warehouse Software Engineering- Game Design

Real-Time Rendering

by Toma Akenine Moller

Real-Time Rendering Cover

 

Synopses & Reviews

Book News Annotation:

The third edition of this textbook on 3-D rendering in computer animation has been expanded to include new programming algorithms and shading technologies that have been introduced in recent years. Akenine-Möller (Lund U., Sweden), Haines (Autodesk, Inc.) and Hoffman (Activision) aim most of this information toward designers of video games and computer animators, although a strong mathematic foundation is also assumed in some of the more advanced chapters (a review of linear algebra and trigonometry is included). Chapters on ambient occlusion, displacement mapping and global subsurface scattering are also presented. Annotation ©2008 Book News, Inc., Portland, OR (booknews.com)

Synopsis:

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 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. The authors have made the figures used in the book available for download for fair use.: Download Figures

Product Details

ISBN:
9781568814247
Author:
Akenine Moller, Toma
Publisher:
AK Peters
Contributor:
Haines, Eric
Contributor:
Hoffman, Naty
Author:
M'Oller, Tomas
Author:
Akenine-Moller, Tomas
Author:
Hoffman, Naty
Subject:
Computer graphics
Subject:
Real-time data processing
Subject:
Graphics-General
Copyright:
Publication Date:
20080731
Binding:
Hardcover
Grade Level:
SG
Language:
English
Illustrations:
Y
Pages:
1027

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Real-Time Rendering New Hardcover
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Product details 1027 pages AK Peters - English 9781568814247 Reviews:
"Synopsis" by , 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 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. The authors have made the figures used in the book available for download for fair use.: Download Figures
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