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  • 1
    UID:
    gbv_1742873014
    Format: 1 online resource (1111 pages)
    Edition: 4th ed.
    ISBN: 9781351816144 , 1351816144 , 9780429225406 , 0429225407 , 9781351816137 , 1351816136 , 9781315212593 , 1315212595
    Content: Intro; Halftitle; Title Page; Copyright Page; Table of Contents; Preface; 1 Introduction; 1.1 Overview; 1.2 Notation and Definitions; 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; 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.
    Language: English
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  • 2
    Online Resource
    Online Resource
    Milton :Chapman and Hall/CRC,
    UID:
    almahu_9949384081402882
    Format: 1 online resource (1111 pages)
    Edition: 4th ed.
    ISBN: 9781351816144 , 1351816144 , 9780429225406 , 0429225407 , 9781351816137 , 1351816136 , 9781315212593 , 1315212595 , 1351816152 , 9781351816151
    Content: 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 o.
    Note: 14.6 Subsurface Scattering. , Intro; Halftitle; Title Page; Copyright Page; Table of Contents; Preface; 1 Introduction; 1.1 Overview; 1.2 Notation and Definitions; 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; 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 Stage3.10 The Compute Shader; 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; 5 Shading Basics; 5.1 Shading Models; 5.2 Light Sources; 5.3 Procedural Texturing; 5.4 Texture Animation; 5.5 Material Mapping; 5.6 Alpha Mapping; 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; 7 Shadows. , 7.1 Planar Shadows7.2 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-Buffer Shadows; 7.10 Other Applications; 8 Light and Color; 8.1 Light Quantities; 8.2 Scene to Screen; 9 Physically Based Shading; 9.1 Physics of Light; 9.2 The Camera; 9.3 The BRDF; 9.4 Illumination; 9.5 Fresnel Reflectance; 9.6 Microgeometry; 9.7 Microfacet Theory; 9.8 BRDF Models for Surface Reflection; 9.9 BRDF Models for Subsurface Scattering. , 9.10 BRDF Models for Cloth9.11 Wave Optics BRDF Models; 9.12 Layered Materials; 9.13 Blending and Filtering Materials; 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; 11 Global Illumination; 11.1 The Rendering Equation; 11.2 General Global Illumination; 11.3 Ambient Occlusion; 11.4 Directional Occlusion; 11.5 Diffuse Global Illumination; 11.6 Specular Global Illumination; 11.7 Unified Approaches. , 12 Image-Space Effects12.1 Image Processing; 12.2 Reprojection Techniques; 12.3 Lens Flare and Bloom; 12.4 Depth of Field; 12.5 Motion Blur; 13 Beyond Polygons; 13.1 The Rendering Spectrum; 13.2 Fixed-View Effects; 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; 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.
    Additional Edition: Print version: Akenine-Möller, Tomas. Real-Time Rendering, Fourth Edition. Milton : Chapman and Hall/CRC, ©2018 ISBN 9781138627000
    Language: English
    Keywords: Electronic books. ; Electronic books.
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  • 3
    UID:
    b3kat_BV045872487
    Format: 1 Online-Ressource (xix, 1178 Seiten) , Illustrationen
    Edition: Fourth edition
    ISBN: 9780429225406 , 9781351816151 , 9781315212593
    Additional Edition: Erscheint auch als Druck-Ausgabe, Hardcover ISBN 978-1-1386-2700-0
    Language: English
    Subjects: Computer Science
    RVK:
    RVK:
    Keywords: Computergrafik ; Echtzeitverarbeitung ; Rendering ; Computergrafik ; Virtuelle Realität ; Algorithmus ; Rendering ; Echtzeitverarbeitung ; Algorithmus ; Echtzeitbildverarbeitung ; Rendering ; Dreidimensionale Computergrafik
    URL: Volltext  (URL des Erstveröffentlichers)
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