Description |
xviii, 1027 pages : illustrations (some color) ; 24 cm |
Contents |
1. Introduction -- 2. The graphics rendering pipeline -- 3. The graphics processing unit -- 4. Transforms -- 5. Visual appearance -- 6. Texturing -- 7. Advanced shading -- 8. Area and environmental lighting -- 9. Global illumination -- 10. Image-based effects -- 11. Non-photorealistic rendering -- 12. Polygonal techniques -- 13. Curves and curved surfaces -- 14. Acceleration algorithms -- 15. Pipeline optimization -- 16. Intersection test methods -- 17. Collision detection -- 18. Graphics hardware -- 19. The future -- A. Some linear algebra -- B. Trigonometry |
Summary |
"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."--BOOK JACKET |
Bibliography |
Includes bibliographical references (pages 921-1002) and index |
Subject |
Computer graphics.
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Real-time data processing.
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Author |
Haines, Eric, 1958-
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Hoffman, Naty.
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LC no. |
2008011580 |
ISBN |
9781568814247 |
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1568814240 |
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