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2025-03-07
Real-Time Rendering, Third Edition 2025 pdf epub mobi 電子書 下載
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...
評分這本書的世界觀架構很宏大,基本就包羅萬象,內容寫得晦澀,讀起來相當吃力,缺少例子,就這樣都1045頁,如果能寫得詳盡一點,那就完美瞭,隻怕估計需要三四韆頁的樣子,總的說來,內容相當優質,就是寫得太簡要
評分這本書我正在讀。本來在讀第三版的電子版,但在電腦上讀著太纍,加之英文不是很強悍,就買瞭這本書配閤來讀。就如在之前豆瓣上說的,有已經不錯瞭,再差也比沒有強。即便現在我也這樣認為。 不過我還是得說幾點不爽的。因為,真不爽瞭。當我看到這本書講的話題基本涵蓋瞭圖形...
評分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。
評分這本書的世界觀架構很宏大,基本就包羅萬象,內容寫得晦澀,讀起來相當吃力,缺少例子,就這樣都1045頁,如果能寫得詳盡一點,那就完美瞭,隻怕估計需要三四韆頁的樣子,總的說來,內容相當優質,就是寫得太簡要
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
內容挺全的,一本看下來思路拓寬瞭不少.
評分實時算法大檢閱, 不過現在可以齣第四版瞭。
評分實時渲染的聖經
評分結閤網上的課程讀瞭一些。
評分對實時渲染技術梳理得很好。
Real-Time Rendering, Third Edition 2025 pdf epub mobi 電子書 下載