Tomas Akenine-Moller is a professor of computer science, specializing in computer graphics and image processing, at the Department of Computer Science, Lund University, Sweden. He received an MSc in Computer Science and Engineering from Lund in 1995, and a PhD in computer graphics from Chalmers University of Technology in 1998. In 2000 he was a post doc at UC Berkeley and he also spent time at UC San Diego (2004/2005) as a visiting researcher. Eric Haines is a Lead Software Engineer at Autodesk, Inc., working on a next-generation interactive rendering system for computer-aided design applications. He is currently an editor of the journal of graphics tools, online editor for ACM TOG, and maintainer of the Graphics Gems code repository, among other activities. He received an MS from the Program of Computer Graphics at Cornell in 1985. Naty Hoffman has been developing videogame graphics for over a decade. Previously he was a microprocessor architect at Intel. He has contributed to the development of numerous games as well as instruction set extensions, major graphics APIs, and processors. Naty is particularly interested in physically-based real-time rendering methods, on which he has published several articles and taught classes at SIGGRAPH, I3D, GDC and Meltdown.
这是本计算机图形学关于实时绘制方面的词典大全类书籍,每个领域的survey,大而全,对于实际编程不一定有效,但是对于了解整个领域的知识或者查找资料,必备一本,www.realtimerendering.com也包含了很多有用的链接。
评分这本书的世界观架构很宏大,基本就包罗万象,内容写得晦涩,读起来相当吃力,缺少例子,就这样都1045页,如果能写得详尽一点,那就完美了,只怕估计需要三四千页的样子,总的说来,内容相当优质,就是写得太简要
评分这本书的世界观架构很宏大,基本就包罗万象,内容写得晦涩,读起来相当吃力,缺少例子,就这样都1045页,如果能写得详尽一点,那就完美了,只怕估计需要三四千页的样子,总的说来,内容相当优质,就是写得太简要
评分这本书的世界观架构很宏大,基本就包罗万象,内容写得晦涩,读起来相当吃力,缺少例子,就这样都1045页,如果能写得详尽一点,那就完美了,只怕估计需要三四千页的样子,总的说来,内容相当优质,就是写得太简要
评分此书一定不是给初学者看的,首先它很厚,其次涉及内容很多,但大多停留在理论讲解上,另外全是数学啊。所以给我的感觉就是,是一本导读性质的书,但又有太多晦涩难懂的东西,不具备太多实践性,应该适合已经对图形学有一定程度理解的人看。所以我还是先放弃了,初学者建议还是...
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