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2025-04-11
Real-Time Rendering, Third Edition 2025 pdf epub mobi 電子書 下載
說他“入門”可不是指這本書很基礎你一上來就要看,而是指他會將你帶入圖形專業領域去,可以讓你進一步深入的專研某一方嚮。 此書比較難的部分在BRDF和細分那章,其它的還好,特彆是細分那章需要自己查閱技術論文纔能瞭解個大概,書上隻是取的論文中的某一部分。所以以偏概全...
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...
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
實時渲染聖經!原版也沒看多少,看的是彆人寫的總結,而且也沒有看完,隻看瞭最近在意的幾個章節……對於瞭解實時渲染的各個方麵相當好用,更具體的內容的話應該還是要繼續深入去找資料吧。啊,學瞭圖形學這麼多年,我終於慢慢體會到渲染的美瞭……
評分(補 幾年前) (可以讀第四版瞭)不適閤做入門教程,需要有一定的基礎,本書可作為參考來閱讀。但是因為大部分技術點都是在索引的論文瞭,所以說隻讀本書也隻能懂個皮毛。不過如果能翻閱這本書。。
評分屬於每個領域的一兩本聖經級讀物,做Graphics必讀,即使不做Rendering,即使不做Realtime,沒什麼好多說的瞭。
評分沒看完
評分真 · 代碼能力弱
Real-Time Rendering, Third Edition 2025 pdf epub mobi 電子書 下載