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Real Time Rendering 2nd Edition
Computer animation appears in movies, on television, in print and on the world wide web. The rapid advances in hardware and software mean that we are now experiencing only the beginning of the 3D computer graphics explosion.
Realistically animated 3D computer graphics rendered in real time is the goal of a computer animation industry. This
text covers the development of real-time rendering (several frames per second) for use in computer games, computer-animated movies, advertising and other applications.
The authors have written the book that they wish they had when they started out. Focusing on the entire graphics pipeline, this text covers optimization, visual appearance, speed-up techniques and collision detection. The authors present new techniques and time-tested algorithms. Entire sections are devoted to special effects, polygon tesellation and model simplification. A large section on hardware ends the book.
Contents:
Preface
Chapter 1 - Introduction
Chapter 2 - The Graphics of Rendering Pipeline
Chapter 3 - Transforms
Chapter 4 - Visual Appearance
Chapter 5 - Texturing
Chapter 6 - Advanced Lighting and Shading
Chapter 7 - Non-Photorealistic Rendering
Chapter 8 - Image-Based Rendering
Chapter 9 - Acceleration Algorithms
Chapter 10 - Pipeline Optimization
Chapter 11 - Polygonal Techniques
Chapter 12 - Curves and Curved Surfaces
Chapter 13 - Intersection Test Methods
Chapter 14 - Collision Detection
Chapter 15 - Graphics Hardware
Chapter 16 - The Future
Appendix A - Some Linear Algebra
Appendix B - Trigonometry
Bibliography
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