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.
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 or 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.
發表於2024-11-21
Real-Time Rendering, Third Edition 2024 pdf epub mobi 電子書 下載
這是本計算機圖形學關於實時繪製方麵的詞典大全類書籍,每個領域的survey,大而全,對於實際編程不一定有效,但是對於瞭解整個領域的知識或者查找資料,必備一本,www.realtimerendering.com也包含瞭很多有用的鏈接。
評分看瞭一半, 說說感覺. 整本書的語言比較晦澀, 看得 比較吃力. 很多內容都隻是簡單涉及而沒有深入的講解. 部分內容稍顯過時(如shader部分,最好能看第三版, 情況可能會好些). 給我的感覺比較像國內的教材. 不過總的來說是一本很不錯的拓寬視野的書,對於實時渲染相關的各種技術...
評分目前隻是大概翻瞭一下,一些章節還沒有深入,權當做讀第三版前的預習吧。 這本書難度有點大,雖然作者在序裏說有點圖形學基礎,計算機科學和編程基礎的同誌們都可以閱讀,但是很明顯要想真正讀懂還是需要若乾圖形學實踐經驗的,否則很多時候隻能知其然但無法知其所以然。 此書...
評分看瞭一半, 說說感覺. 整本書的語言比較晦澀, 看得 比較吃力. 很多內容都隻是簡單涉及而沒有深入的講解. 部分內容稍顯過時(如shader部分,最好能看第三版, 情況可能會好些). 給我的感覺比較像國內的教材. 不過總的來說是一本很不錯的拓寬視野的書,對於實時渲染相關的各種技術...
評分此書一定不是給初學者看的,首先它很厚,其次涉及內容很多,但大多停留在理論講解上,另外全是數學啊。所以給我的感覺就是,是一本導讀性質的書,但又有太多晦澀難懂的東西,不具備太多實踐性,應該適閤已經對圖形學有一定程度理解的人看。所以我還是先放棄瞭,初學者建議還是...
圖書標籤: 計算機圖形學 圖形學 遊戲編程 Graphics 遊戲開發 real-timeRender CG 計算機
第二作者Haines是我們Autodesk滴~
評分第二作者Haines是我們Autodesk滴~
評分斷斷續續的終於跳著看完瞭。 後麵的章節真的隻是個目錄啊…… 不過真的是該齣新版瞭,好多東西有點老。可惜應該沒有新版瞭。
評分真 · 代碼能力弱
評分結閤網上的課程讀瞭一些。
Real-Time Rendering, Third Edition 2024 pdf epub mobi 電子書 下載