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Real-Time Rendering 4th ed 2018 by Tomas Akenine-Moller torrent


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Torrent added:2018-08-22 23:45:40

Download Real-Time Rendering 4th ed 2018 by Tomas Akenine-Moller torrent




Torrent Description
COVER: http://i.imgur.com/WhswAQJ.jpg
TITLE: Real-Time Rendering, 4th edition (2018)
AUTHOR: Akenine-Möller, Eric Haines, Naty Hoffman, Angelo Pesce, Michal Iwanicki, Sébastien Hillaire
ISBN-13: 9781138627000
BOOK SPECS: https://www.crcpress.com/p/book/9781138627000
FILE SPECS: converted PDF file (from a TeX file) behaving much like a true PDF file, logical page numbers as in the print version, bookmarks, 30 MB

FEATURES:
- Covers topics from essential mathematical foundations to advanced techniques used by today’s cutting edge games
- Case studies are grounded in specific real-time rendering technologies
- Revised 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 took
- Covers practical rendering for games to math and details for better interactive applications

SUMMARY: 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.

BRIEF CONTENTS:
---------------
1 Introduction
2 The Graphics Rendering Pipeline
3 The Graphics Processing Unit
4 Transforms
5 Shading Basics
6 Texturing
7 Shadows
8 Light and Color
9 Physically-Based Shading
10 Local Illumination
11 Global Illumination
12 Image-Space Effects
13 Beyond Polygons
14 Volumetric and Translucency Rendering
15 Non-Photorealistic Rendering
16 Polygonal Techniques
17 Curves and Curved Surfaces
18 Pipeline Optimization
19 Acceleration Algorithms
20 Effcient Shading
21 Virtual and Augmented Reality
22 Intersection Test Methods
23 Graphics Hardware
24 The Future
bibliography
index

"If it looks like computer graphics, it is not good computer graphics."
-- Jeremy Birn

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