ENGLISH

Real-Time Rendering

Book information

Publisher
Chapman and Hall;CRC
Year
2018
ISBN
9781138627000, 9781351816144, 1351816144
Language
english
Format
PDF
Filesize
950 MB (995891473 bytes)
Edition
4
Pages
1199\1199
Time added
2020-07-26 19:24:52

Description

Cover -- Half title -- Title -- Copyright -- Dedication -- Contents -- Preface -- Chapter 1 Introduction -- 1.1 Contents Overview -- 1.2 Notation and De nitions -- Chapter 2 The Graphics Rendering Pipeline -- 2.1 Architecture -- 2.2 The Application Stage -- 2.3 Geometry Processing -- 2.4 Rasterization -- 2.5 Pixel Processing -- 2.6 Through the Pipeline -- Chapter 3 The Graphics Processing Unit -- 3.1 Data-Parallel Architectures -- 3.2 GPU Pipeline Overview -- 3.3 The Programmable Shader Stage -- 3.4 The Evolution of Programmable Shading and APIs -- 3.5 The Vertex Shader -- 3.6 The Tessellation Stage -- 3.7 The Geometry Shader -- 3.8 The Pixel Shader -- 3.9 The Merging Stage -- 3.10 The Compute Shader -- Chapter 4 Transforms -- 4.1 Basic Transforms -- 4.2 Special Matrix Transforms and Operations -- 4.3 Quaternions -- 4.4 Vertex Blending -- 4.5 Morphing -- 4.6 Geometry Cache Playback -- 4.7 Projections -- Chapter 5 Shading Basics -- 5.1 Shading Models -- 5.2 Light Sources -- 5.3 Implementing Shading Models -- 5.4 Aliasing and Antialiasing -- 5.5 Transparency, Alpha, and Compositing -- 5.6 Display Encoding -- Chapter 6 Texturing -- 6.1 The Texturing Pipeline -- 6.2 Image Texturing -- 6.3 Procedural Texturing -- 6.4 Texture Animation -- 6.5 Material Mapping -- 6.6 Alpha Mapping -- 6.7 Bump Mapping -- 6.8 Parallax Mapping -- 6.9 Textured Lights -- Chapter 7 Shadows -- 7.1 Planar Shadows -- 7.2 Shadows on Curved Surfaces -- 7.3 Shadow Volumes -- 7.4 Shadow Maps -- 7.5 Percentage-Closer Filtering -- 7.6 Percentage-Closer Soft Shadows -- 7.7 Filtered Shadow Maps -- 7.8 Volumetric Shadow Techniques -- 7.9 Irregular Z-Bu er Shadows -- 7.10 Other Applications -- Chapter 8 Light and Color -- 8.1 Light Quantities -- 8.2 Scene to Screen -- Chapter 9 Physically Based Shading -- 9.1 Physics of Light -- 9.2 The Camera -- 9.3 The BRDF -- 9.4 Illumination. Cover -- Half title -- Title -- Copyright -- Dedication -- Contents -- Preface -- Chapter 1 Introduction -- 1.1 Contents Overview -- 1.2 Notation and De nitions -- Chapter 2 The Graphics Rendering Pipeline -- 2.1 Architecture -- 2.2 The Application Stage -- 2.3 Geometry Processing -- 2.4 Rasterization -- 2.5 Pixel Processing -- 2.6 Through the Pipeline -- Chapter 3 The Graphics Processing Unit -- 3.1 Data-Parallel Architectures -- 3.2 GPU Pipeline Overview -- 3.3 The Programmable Shader Stage -- 3.4 The Evolution of Programmable Shading and APIs -- 3.5 The Vertex Shader -- 3.6 The Tessellation Stage -- 3.7 The Geometry Shader -- 3.8 The Pixel Shader -- 3.9 The Merging Stage -- 3.10 The Compute Shader -- Chapter 4 Transforms -- 4.1 Basic Transforms -- 4.2 Special Matrix Transforms and Operations -- 4.3 Quaternions -- 4.4 Vertex Blending -- 4.5 Morphing -- 4.6 Geometry Cache Playback -- 4.7 Projections -- Chapter 5 Shading Basics -- 5.1 Shading Models -- 5.2 Light Sources -- 5.3 Implementing Shading Models -- 5.4 Aliasing and Antialiasing -- 5.5 Transparency, Alpha, and Compositing -- 5.6 Display Encoding -- Chapter 6 Texturing -- 6.1 The Texturing Pipeline -- 6.2 Image Texturing -- 6.3 Procedural Texturing -- 6.4 Texture Animation -- 6.5 Material Mapping -- 6.6 Alpha Mapping -- 6.7 Bump Mapping -- 6.8 Parallax Mapping -- 6.9 Textured Lights -- Chapter 7 Shadows -- 7.1 Planar Shadows -- 7.2 Shadows on Curved Surfaces -- 7.3 Shadow Volumes -- 7.4 Shadow Maps -- 7.5 Percentage-Closer Filtering -- 7.6 Percentage-Closer Soft Shadows -- 7.7 Filtered Shadow Maps -- 7.8 Volumetric Shadow Techniques -- 7.9 Irregular Z-Bu er Shadows -- 7.10 Other Applications -- Chapter 8 Light and Color -- 8.1 Light Quantities -- 8.2 Scene to Screen -- Chapter 9 Physically Based Shading -- 9.1 Physics of Light -- 9.2 The Camera -- 9.3 The BRDF -- 9.4 Illumination. 9.5 Fresnel Re ectance -- 9.6 Microgeometry -- 9.7 Microfacet Theory -- 9.8 BRDF Models for Surface Re ection -- 9.9 BRDF Models for Subsurface Scattering -- 9.10 BRDF Models for Cloth -- 9.11 Wave Optics BRDF Models -- 9.12 Layered Materials -- 9.13 Blending and Filtering Materials -- Chapter 10 Local Illumination -- 10.1 Area Light Sources -- 10.2 Environment Lighting -- 10.3 Spherical and Hemispherical Functions -- 10.4 Environment Mapping -- 10.5 Specular Image-Based Lighting -- 10.6 Irradiance Environment Mapping -- 10.7 Sources of Error -- Chapter 11 Global Illumination -- 11.1 The Rendering Equation -- 11.2 General Global Illumination -- 11.3 Ambient Occlusion -- 11.4 Directional Occlusion -- 11.5 Di use Global Illumination -- 11.6 Specular Global Illumination -- 11.7 Uni ed Approaches -- Chapter 12 Image-Space Effects -- 12.1 Image Processing -- 12.2 Reprojection Techniques -- 12.3 Lens Flare and Bloom -- 12.4 Depth of Field -- 12.5 Motion Blur -- Chapter 13 Beyond Polygons -- 13.1 The Rendering Spectrum -- 13.2 Fixed-View E ects -- 13.3 Skyboxes -- 13.4 Light Field Rendering -- 13.5 Sprites and Layers -- 13.6 Billboarding -- 13.7 Displacement Techniques -- 13.8 Particle Systems -- 13.9 Point Rendering -- 13.10 Voxels -- Chapter 14 Volumetric and Translucency Rendering -- 14.1 Light Scattering Theory -- 14.2 Specialized Volumetric Rendering -- 14.3 General Volumetric Rendering -- 14.4 Sky Rendering -- 14.5 Translucent Surfaces -- 14.6 Subsurface Scattering -- 14.7 Hair and Fur -- 14.8 Uni ed Approaches -- Chapter 15 Non-Photorealistic Rendering -- 15.1 Toon Shading -- 15.2 Outline Rendering -- 15.3 Stroke Surface Stylization -- 15.4 Lines -- 15.5 Text Rendering -- Chapter 16 Polygonal Techniques -- 16.1 Sources of Three-Dimensional Data -- 16.2 Tessellation and Triangulation -- 16.3 Consolidation -- 16.4 Triangle Fans, Strips, and Meshes. 16.5 Simpli cation -- 16.6 Compression and Precision -- Chapter 17 Curves and Curved Surfaces -- 17.1 Parametric Curves -- 17.2 Parametric Curved Surfaces -- 17.3 Implicit Surfaces -- 17.4 Subdivision Curves -- 17.5 Subdivision Surfaces -- 17.6 E cient Tessellation -- Chapter 18 Pipeline Optimization -- 18.1 Pro ling and Debugging Tools -- 18.2 Locating the Bottleneck -- 18.3 Performance Measurements -- 18.4 Optimization -- 18.5 Multiprocessing -- Chapter 19 Acceleration Algorithms -- 19.1 Spatial Data Structures -- 19.2 Culling Techniques -- 19.3 Backface Culling -- 19.4 View Frustum Culling -- 19.5 Portal Culling -- 19.6 Detail and Small Triangle Culling -- 19.7 Occlusion Culling -- 19.8 Culling Systems -- 19.9 Level of Detail -- 19.10 Rendering Large Scenes -- Chapter 20 E cient Shading -- 20.1 Deferred Shading -- 20.2 Decal Rendering -- 20.3 Tiled Shading -- 20.4 Clustered Shading -- 20.5 Deferred Texturing -- 20.6 Object- and Texture-Space Shading -- Chapter 21 Virtual and Augmented Reality -- 21.1 Equipment and Systems Overview -- 21.2 Physical Elements -- 21.3 APIs and Hardware -- 21.4 Rendering Techniques -- Chapter 22 Intersection Test Methods -- 22.1 GPU-Accelerated Picking -- 22.2 De nitions and Tools -- 22.3 Bounding Volume Creation -- 22.4 Geometric Probability -- 22.5 Rules of Thumb -- 22.6 Ray/Sphere Intersection -- 22.7 Ray/Box Intersection -- 22.8 Ray/Triangle Intersection -- 22.9 Ray/Polygon Intersection -- 22.10 Plane/Box Intersection -- 22.11 Triangle/Triangle Intersection -- 22.12 Triangle/Box Intersection -- 22.13 Bounding-Volume/Bounding-Volume Intersection -- 22.14 View Frustum Intersection -- 22.15 Line/Line Intersection -- 22.16 Intersection between Three Planes -- Chapter 23 Graphics Hardware -- 23.1 Rasterization -- 23.2 Massive Compute and Scheduling -- 23.3 Latency and Occupancy -- 23.4 Memory Architecture and Buses. 23.5 Caching and Compression -- 23.6 Color Bu ering -- 23.7 Depth Culling, Testing, and Bu ering -- 23.8 Texturing -- 23.9 Architecture -- 23.10 Case Studies -- 23.11 Ray Tracing Architectures -- Chapter 24 The Future -- 24.1 Everything Else -- 24.2 You -- Bibliography -- Index.

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