real time rendering 第三版
real time rendering 英文高清 第三版Editorial. Sales and Customer Service OfficeA PEters Ltd888 Worcester Street. Suite 230Wellesley, MA 02482www.akpeters.comCopyright 2008 by A K Peters, LtdAll rights reserved. No part of the material protected by this copyrightnotice may be reproduced or utilized in any form, electronic or mechani-cal, including photocopying, recording, or by any information storage andretrieval system, without written permission from the copyright ownerLibrary of Congress Cataloging-in-Publication DataMoller, Tomas. 1971Real-time rendering/ Tomas Akenine-Moller, Eric Haines, Nathaniel Hoffman--3rd edp. cinIncludes bibliographical references and indexISBN-13:978-1-56881-4247(alk. paper)1. Computer graphics. 2. Real-time data processing. I Haines, Eric, 1958-IIHoffman. Nathaniel. III. Title①385.M63520080066′773-dc222008011580Cover images:2008 Sony Computer Entertainment EuropeLittle Big planet developed by Media Molecule. Little Big Planet is a trade-mark of Sony Computer Entertianment EuropePrinted in India121110090810987654321Dedicated to Eva, Felix, and elinaTA-MDedicated to Cathy ryan, and evanDedicated to Dorit, Karen and danielNHContentsPrefacentroduction1.1 Contents Overview1.2 Notation and Definitions2 The graphics Rendering Pipeline2.1 Architecture2.2 The Application Stage2.3 The Geometry Stage2.4 The Rasterizer Stage212.5 Through the Pipeline253 The graphics Processing Unit293.1 GPU Pipeline overview303.2 The Programmable Shader Stage3.3 The Evolution of Programmable Shading333.4 The Vertex Shader383.5 The Geometry Shader403. 6 The Pixel shader423.7 The Merging Stage443. 8 Effects454 Transforms534.1 Basic Transforms554.2 Special Matrix Transforms and Operations654.3 Quaternions724.4 Vertex Blending804.5 Morphing854.6 Projections895 Visual appearance995.1 Visual phenomena5.2 Light Sources100Contents5.3 Material1045.4 Sensor1075.5 Shading1105.6 Aliasing and Antialiasing1165.7 Transparency, Alpha, and Compositing1345.8 Gamma Correction1416 Texturin1476.1 The Texturing Pipeline146.2Image Texturing1566.3 Procedural Texturing1786.4 Texture Animation1806.5 Material Mapping1806.6 Alpha Mapping1816.7 Bump Mapping1837 Advanced Shading2017.1 Radiometry2027.2 Photometry2097.3Colorimetry2107. 4 Light Source Types2177.5 BRdF Theory2237. 6 BRDF Models2517.7 BRDF Acquisition and Representation2647.8 Implementing BRDFs2697.9 Combining Lights and Materials2758 Area and Environmental Lighting2858.1 Radiometry for Arbitrary Lighting2868.2 Area Light Sources2898.3 Ambient light958.4 Environment Mapping2978.5 Glossy Refections from Environment Maps3088.6 Irradiance Environment Mapping3149 Global Illumination3279. 1 Shadows3319.2 Ambient occlusion3739.3 Reflections3869.4 Transmittance3929.5 Refractions3969. 6 Caustics9.7Global Subsurface Scattering401ontents9. 8 Full Global Illumination4079.9 Precomputed Lighting4179.10 Precomputed Occlusion4259.11 Precomputed Radiance Transfer43010 Image-Based Effects43910.1 The Rendering Spectrum44010.2 Fixed-View Effects4400.3 Skyboxes44310.4 Light Field Rendering44410.5 Sprites and Layers44510.6 Billboarding44610.7 Particle Systems45510.8 Displacement Techniques46310.9 Image Processing46710.10 Color Correction47410.11 Tone Mapping47510.12 Lens flare and bloom48210. 13 Depth of Field48610.14 Motion blur49010.15Fog49610.16 Volume Rendering50211 Non-Photorealistic Rendering50711.1 Toon Shading50811.2 Silhouette Edge Rendering51011.3 Other Styles52311.4 Lines..,,,52712 Polygonal Techniques53112.1 Sources of Three-Dimensional Data53212.2 Tessellation and Triangulation...53412.3 Consolidation54112.4 Triangle Fans, Strips, and Meshes54712.5 Simplification56113 Curves and curved surfaces57513.1 Parametric Curves57613.2 Parametric Curved Surfaces59213.3 Implicit surfaces60613.4 Subdivision curves60813.5 Subdivision Surfaces61113.6 Efficient Tessellation629Contents14 Acceleration Algorithms64514.1 Spatial Data Structures64714.2 Culling techniques66014.3 Hierarchical View Frustum Culling66414.4 Portal culling66714.5 Detail Culling67014.6 Occlusion Culling14.7 Level of detail68014.8 Large Model rendering69314.9 Point Rendering69315 Pipeline optimization69715.1 Profiling Tools69815.2 Locating the bottleneck69915.3 Performance Measurements70215.4 Optimization70315.5 Multiprocessing71616 Intersection Test Method72516. 1 Hardware-Accelerated Picking7266.2 Definitions and tools72716.3 Bounding Volume Creation73216.4 Geometric Probability73516.5 Rules of Thumb73716.6 Ray/Sphere Intersection73816.7 Ray/ Box Intersection74116.8 Ray/Triangle Intersection74616.9 Ray/Polygon Intersection75016.10 Plane/Box Intersection Detection5516.11 Triangle/Triangle Intersection75716.12 Triangle/Box Overlap76016 13 BV/BV Intersection Tests76216.14 View Frustum Intersection7716.15 Shaft /Box and Shaft/Sphere Intersection16.16 Line/Line Intersection Tests78016.17 Intersection Between Three Planes78216.18 Dynamic Intersection Testing78317 Collision Detection79317.1 Collision Detection with Rays79517.2 Dynamic Cd using bsP Trees79717.3 General hierarchical Collision Detection80217.4 OBBTree807Contents17. 5 A Multiple Objects CD System17.6 Miscellaneous Topics81617.7 Other Work82618 Graphics Hardware82918.1 Buffers and Buffering82918.2 Perspective-Correct Interpolation83818.3 Architecture84018.4 Case Studies85919 The Future87919. 1 Everything else87919.2 YouA Some Linear Algebr889A1 Euclidean Space889A 2 Geometrical Interpretation892A 3 Matrices897A 4 Homogeneous Notation905A.5 Geometry906B Trigonometry913B. 1 Definitions913B 2 Trigonometric Laws and Formulae915Bibliography921Index1003
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很清晰。。。