Real-time rendering:
Gespeichert in:
1. Verfasser: | |
---|---|
Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Natick, Mass.
Peters
2005
|
Ausgabe: | 2. ed. ; [Nachdr.] |
Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis |
Beschreibung: | Includes bibliographical references (p. 747-808) and index |
Beschreibung: | XIV, 835 S. Ill., graph. Darst. |
ISBN: | 1568811829 |
Internformat
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100 | 1 | |a Akenine-Möller, Tomas |d 1971- |e Verfasser |0 (DE-588)138345562 |4 aut | |
245 | 1 | 0 | |a Real-time rendering |c Tomas Akenine-Möller, Eric Haines |
250 | |a 2. ed. ; [Nachdr.] | ||
264 | 1 | |a Natick, Mass. |b Peters |c 2005 | |
300 | |a XIV, 835 S. |b Ill., graph. Darst. | ||
336 | |b txt |2 rdacontent | ||
337 | |b n |2 rdamedia | ||
338 | |b nc |2 rdacarrier | ||
500 | |a Includes bibliographical references (p. 747-808) and index | ||
650 | 0 | 7 | |a Echtzeitverarbeitung |0 (DE-588)4151002-1 |2 gnd |9 rswk-swf |
650 | 0 | 7 | |a Virtuelle Realität |0 (DE-588)4399931-1 |2 gnd |9 rswk-swf |
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Datensatz im Suchindex
_version_ | 1804135651906420736 |
---|---|
adam_text | Contents
Preface
xi
1
Introduction
1
1.1
Contents
Overview......................
2
1.2
Notation
and Definitions
................... 3
2
The Graphics
Rendering
Pipeline
9
2.1
Architecture
......................... 10
2.2
The Application Stage
.................... 12
2.3
The Geometry
Stage
..................... 13
2.4
The Rasterizer Stage
..................... 20
2.5
Through the
Pipeline
.................... 22
3
Transforms
25
3.1
Basic
Transforms.......................
27
3.2
Special
Matrix
Transforms and Operations
........ 37
3.3
Quaternions
.......................... 44
3.4
Vertex Blending
....................... 53
3.5
Projections
.......................... 57
4
Visual Appearance
67
4.1
Light Sources
......................... 67
4.2
Material
............................ 69
4.3
Lighting and Shading
.................... 70
4.4
Aliasing and Antialiasing
.................. 84
4.5
Transparency, Alpha, and Compositing
.......... 101
4.6
Fog
.............................. 106
4.7
Gamma Correction
...................... 109
5
Texturing
117
5.1
Generalized Texturing
.................... 118
5.2
Image Texturing
....................... 129
5.3
Texture Caching and Compression
...........·. . 141
VII
viii Contents
5.4
Multipass Texture Rendering
................ 144
5.5
Multitexturing
........................ 146
5.6
Texture Animation
...................... 147
5.7
Texturing Methods
...................... 148
6
Advanced Lighting and Shading
181
6.1
Radiometry
and Photometry
................ 182
6.2
Colorimetry
.......................... 188
6.3
BRDF Theory
........................ 194
6.4
Implementing BRDFs
.................... 202
6.5
Vertex Shaders
........................ 213
6.6
Pixel Shading
......................... 220
6.7
Shading Languages
...................... 232
6.8
Motion Blur
.......................... 236
6.9
Depth of Field
........................ 237
6.10
Reflections
.......................... 238
6.11
Refractions
.......................... 245
6.12
Shadows
............................ 248
6.13
Global Illumination
..................... 276
7
Non-Photorealistic Rendering
289
7.1
Toon Shading
......................... 290
7.2
Silhouette Edge Rendering
................. 291
7.3
Other Styles
......................... 304
7.4
Lines
.............................. 308
8
Image-Based Rendering
313
8.1
The Rendering Spectrum
.................. 313
8.2
Overview of Algorithms
................... 314
8.3
Billboarding
.......................... 318
8.4
Lens Flare and Bloom
.................... 329
8.5
Particle Systems
....................... 331
8.6
Depth Sprites
......................... 332
8.7
Hierarchical Image Caching
................. 334
8.8
Full-Screen Billboarding
................... 337
8.9
Skyboxes
........................... 338
8.10
Fixed-View Effects
...................... 339
8.11
Image Processing
....................... 340
8.12
Volume Rendering
...................... 342
Contents
¡x
9
Accélération
Algorithms
345
9.1
Spatial Data Structures
................... 346
9.2
Culling
Techniques
...................... 357
9.3
Backface and Clustered Backface Culling
......... 359
9.4
Hierarchical View Frustum Culling
............. 363
9.5
Portal Culling
......................... 365
9.6
Detail Culling
......................... 368
9.7
Occlusion Culling
....................... 368
9.8
Level of Detail
........................ 389
9.9
Large Model Rendering
................... 401
9.10
Point Rendering
....................... 401
10
Pipeline Optimization
405
10.1
Locating the Bottleneck
................... 406
10.2
Performance Measurements
................. 409
10.3
Optimization
......................... 410
10.4
Balancing the Graphics Pipeline
.............. 426
10.5
Multiprocessing
........................ 429
11
Polygonal Techniques
437
11.1
Sources of Three-Dimensional Data
......... . . . . 438
11.2
Tessellation and
Triangulation
............... 440
11.3
Consolidation
......................... 447
11.4
Triangle Strips, Fans, and Meshes
............. 454
11.5
Simplification
......................... 468
12
Curves and Curved Surfaces
481
12.1
Parametric Curves
...................... 482
12.2
Parametric Curved Surfaces
................. 496
12.3
Efficient Tessellation
..................... 512
12.4
Implicit Surfaces
....................... 526
12.5
Subdivision Curves
...................... 527
12.6
Subdivision Surfaces
..................... 531
13
Intersection Test Methods
557
13.1
Hardware-Accelerated Picking
................ 558
13.2
Definitions and Tools
..................... 559
13.3
Bounding Volume Creation
................. 564
13.4
Rules of Thumb
....................... 567
13.5
Ray /Sphere Intersection
................... 568
13.6
Ray/Box Intersection
.................... 572
13.7
Ray/Triangle Intersection
.................. 578
x
Contents
13.8 Ray/Polygon
Intersection
.................. 582
13.9
Plane/Box Intersection Detection
.............. 586
13.10
Triangle/Triangle Intersection
................ 590
13.11
Triangle/Box Overlap
.................... 596
13.12
BV/BV Intersection Tests
.................. 598
13.13
View
Frustram
Intersection
................. 606
13.14
Shaft/Box and Shaft/Sphere Intersection
......... 614
13.15
Line/Line Intersection Tests
................. 616
13.16
Intersection Between Three Planes
............. 619
13.17
Dynamic Intersection Testing
................ 620
14
Collision Detection
631
14.1
Collision Detection with Rays
................ 633
14.2
Dynamic CD using
BSP
Trees
............... 634
14.3
General Hierarchical Collision Detection
.......... 640
14.4
OBBTree
........................... 645
14.5
fc-DOPTree
.......................... 649
14.6
A Multiple Objects CD System
............... 653
14.7
Miscellaneous Topics
..................... 657
15
Graphics Hardware
669
15.1
Buffers and Buffering
....................669
15.2
Perspective-Correct Interpolation
..............680
15.3
Architecture
.........................682
16
The Future
709
16.1
Everything Else
........................709
16.2
You
..............................711
A Some Linear Algebra
715
A.I The Euclidean Space
..................... 715
A.2 Geometrical Interpretation
................. 718
A.3 Matrices
............................ 723
A.4 Homogeneous Notation
................... 731
A.5 Geometry
........................... 732
В
Trigonometry
739
B.I Definitions
..........................739
B.2 Trigonometric Laws and Formulae
.............741
References
747
Index
809
|
adam_txt |
Contents
Preface
xi
1
Introduction
1
1.1
Contents
Overview.
2
1.2
Notation
and Definitions
. 3
2
The Graphics
Rendering
Pipeline
9
2.1
Architecture
. 10
2.2
The Application Stage
. 12
2.3
The Geometry
Stage
. 13
2.4
The Rasterizer Stage
. 20
2.5
Through the
Pipeline
. 22
3
Transforms
25
3.1
Basic
Transforms.
27
3.2
Special
Matrix
Transforms and Operations
. 37
3.3
Quaternions
. 44
3.4
Vertex Blending
. 53
3.5
Projections
. 57
4
Visual Appearance
67
4.1
Light Sources
. 67
4.2
Material
. 69
4.3
Lighting and Shading
. 70
4.4
Aliasing and Antialiasing
. 84
4.5
Transparency, Alpha, and Compositing
. 101
4.6
Fog
. 106
4.7
Gamma Correction
. 109
5
Texturing
117
5.1
Generalized Texturing
. 118
5.2
Image Texturing
. 129
5.3
Texture Caching and Compression
.·. . 141
VII
viii Contents
5.4
Multipass Texture Rendering
. 144
5.5
Multitexturing
. 146
5.6
Texture Animation
. 147
5.7
Texturing Methods
. 148
6
Advanced Lighting and Shading
181
6.1
Radiometry
and Photometry
. 182
6.2
Colorimetry
. 188
6.3
BRDF Theory
. 194
6.4
Implementing BRDFs
. 202
6.5
Vertex Shaders
. 213
6.6
Pixel Shading
. 220
6.7
Shading Languages
. 232
6.8
Motion Blur
. 236
6.9
Depth of Field
. 237
6.10
Reflections
. 238
6.11
Refractions
. 245
6.12
Shadows
. 248
6.13
Global Illumination
. 276
7
Non-Photorealistic Rendering
289
7.1
Toon Shading
. 290
7.2
Silhouette Edge Rendering
. 291
7.3
Other Styles
. 304
7.4
Lines
. 308
8
Image-Based Rendering
313
8.1
The Rendering Spectrum
. 313
8.2
Overview of Algorithms
. 314
8.3
Billboarding
. 318
8.4
Lens Flare and Bloom
. 329
8.5
Particle Systems
. 331
8.6
Depth Sprites
. 332
8.7
Hierarchical Image Caching
. 334
8.8
Full-Screen Billboarding
. 337
8.9
Skyboxes
. 338
8.10
Fixed-View Effects
. 339
8.11
Image Processing
. 340
8.12
Volume Rendering
. 342
Contents
¡x
9
Accélération
Algorithms
345
9.1
Spatial Data Structures
. 346
9.2
Culling
Techniques
. 357
9.3
Backface and Clustered Backface Culling
. 359
9.4
Hierarchical View Frustum Culling
. 363
9.5
Portal Culling
. 365
9.6
Detail Culling
. 368
9.7
Occlusion Culling
. 368
9.8
Level of Detail
. 389
9.9
Large Model Rendering
. 401
9.10
Point Rendering
. 401
10
Pipeline Optimization
405
10.1
Locating the Bottleneck
. 406
10.2
Performance Measurements
. 409
10.3
Optimization
. 410
10.4
Balancing the Graphics Pipeline
. 426
10.5
Multiprocessing
. 429
11
Polygonal Techniques
437
11.1
Sources of Three-Dimensional Data
.' . . . . 438
11.2
Tessellation and
Triangulation
. 440
11.3
Consolidation
. 447
11.4
Triangle Strips, Fans, and Meshes
. 454
11.5
Simplification
. 468
12
Curves and Curved Surfaces
481
12.1
Parametric Curves
. 482
12.2
Parametric Curved Surfaces
. 496
12.3
Efficient Tessellation
. 512
12.4
Implicit Surfaces
. 526
12.5
Subdivision Curves
. 527
12.6
Subdivision Surfaces
. 531
13
Intersection Test Methods
557
13.1
Hardware-Accelerated Picking
. 558
13.2
Definitions and Tools
. 559
13.3
Bounding Volume Creation
. 564
13.4
Rules of Thumb
. 567
13.5
Ray /Sphere Intersection
. 568
13.6
Ray/Box Intersection
. 572
13.7
Ray/Triangle Intersection
. 578
x
Contents
13.8 Ray/Polygon
Intersection
. 582
13.9
Plane/Box Intersection Detection
. 586
13.10
Triangle/Triangle Intersection
. 590
13.11
Triangle/Box Overlap
. 596
13.12
BV/BV Intersection Tests
. 598
13.13
View
Frustram
Intersection
. 606
13.14
Shaft/Box and Shaft/Sphere Intersection
. 614
13.15
Line/Line Intersection Tests
. 616
13.16
Intersection Between Three Planes
. 619
13.17
Dynamic Intersection Testing
. 620
14
Collision Detection
631
14.1
Collision Detection with Rays
. 633
14.2
Dynamic CD using
BSP
Trees
. 634
14.3
General Hierarchical Collision Detection
. 640
14.4
OBBTree
. 645
14.5
fc-DOPTree
. 649
14.6
A Multiple Objects CD System
. 653
14.7
Miscellaneous Topics
. 657
15
Graphics Hardware
669
15.1
Buffers and Buffering
.669
15.2
Perspective-Correct Interpolation
.680
15.3
Architecture
.682
16
The Future
709
16.1
Everything Else
.709
16.2
You
.711
A Some Linear Algebra
715
A.I The Euclidean Space
. 715
A.2 Geometrical Interpretation
. 718
A.3 Matrices
. 723
A.4 Homogeneous Notation
. 731
A.5 Geometry
. 732
В
Trigonometry
739
B.I Definitions
.739
B.2 Trigonometric Laws and Formulae
.741
References
747
Index
809 |
any_adam_object | 1 |
any_adam_object_boolean | 1 |
author | Akenine-Möller, Tomas 1971- |
author_GND | (DE-588)138345562 (DE-588)140819223 |
author_facet | Akenine-Möller, Tomas 1971- |
author_role | aut |
author_sort | Akenine-Möller, Tomas 1971- |
author_variant | t a m tam |
building | Verbundindex |
bvnumber | BV021779702 |
callnumber-first | T - Technology |
callnumber-label | T385 |
callnumber-raw | T385 |
callnumber-search | T385 |
callnumber-sort | T 3385 |
callnumber-subject | T - General Technology |
classification_rvk | ST 320 |
classification_tum | DAT 758f |
ctrlnum | (OCoLC)255472617 (DE-599)BVBBV021779702 |
dewey-full | 006.6773 |
dewey-hundreds | 000 - Computer science, information, general works |
dewey-ones | 006 - Special computer methods |
dewey-raw | 006.6773 |
dewey-search | 006.6773 |
dewey-sort | 16.6773 |
dewey-tens | 000 - Computer science, information, general works |
discipline | Informatik |
discipline_str_mv | Informatik |
edition | 2. ed. ; [Nachdr.] |
format | Book |
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id | DE-604.BV021779702 |
illustrated | Illustrated |
index_date | 2024-07-02T15:41:12Z |
indexdate | 2024-07-09T20:43:54Z |
institution | BVB |
isbn | 1568811829 |
language | English |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-014992499 |
oclc_num | 255472617 |
open_access_boolean | |
owner | DE-29T DE-355 DE-BY-UBR |
owner_facet | DE-29T DE-355 DE-BY-UBR |
physical | XIV, 835 S. Ill., graph. Darst. |
publishDate | 2005 |
publishDateSearch | 2005 |
publishDateSort | 2005 |
publisher | Peters |
record_format | marc |
spelling | Akenine-Möller, Tomas 1971- Verfasser (DE-588)138345562 aut Real-time rendering Tomas Akenine-Möller, Eric Haines 2. ed. ; [Nachdr.] Natick, Mass. Peters 2005 XIV, 835 S. Ill., graph. Darst. txt rdacontent n rdamedia nc rdacarrier Includes bibliographical references (p. 747-808) and index Echtzeitverarbeitung (DE-588)4151002-1 gnd rswk-swf Virtuelle Realität (DE-588)4399931-1 gnd rswk-swf Dreidimensionale Computergrafik (DE-588)4133691-4 gnd rswk-swf Algorithmus (DE-588)4001183-5 gnd rswk-swf Rendering (DE-588)4219666-8 gnd rswk-swf Echtzeitbildverarbeitung (DE-588)4150999-7 gnd rswk-swf Computergrafik (DE-588)4010450-3 gnd rswk-swf Rendering (DE-588)4219666-8 s Echtzeitverarbeitung (DE-588)4151002-1 s Algorithmus (DE-588)4001183-5 s DE-604 Computergrafik (DE-588)4010450-3 s Virtuelle Realität (DE-588)4399931-1 s Echtzeitbildverarbeitung (DE-588)4150999-7 s 1\p DE-604 Dreidimensionale Computergrafik (DE-588)4133691-4 s 2\p DE-604 Haines, Eric 1958- Sonstige (DE-588)140819223 oth Digitalisierung UB Regensburg application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=014992499&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis 1\p cgwrk 20201028 DE-101 https://d-nb.info/provenance/plan#cgwrk 2\p cgwrk 20201028 DE-101 https://d-nb.info/provenance/plan#cgwrk |
spellingShingle | Akenine-Möller, Tomas 1971- Real-time rendering Echtzeitverarbeitung (DE-588)4151002-1 gnd Virtuelle Realität (DE-588)4399931-1 gnd Dreidimensionale Computergrafik (DE-588)4133691-4 gnd Algorithmus (DE-588)4001183-5 gnd Rendering (DE-588)4219666-8 gnd Echtzeitbildverarbeitung (DE-588)4150999-7 gnd Computergrafik (DE-588)4010450-3 gnd |
subject_GND | (DE-588)4151002-1 (DE-588)4399931-1 (DE-588)4133691-4 (DE-588)4001183-5 (DE-588)4219666-8 (DE-588)4150999-7 (DE-588)4010450-3 |
title | Real-time rendering |
title_auth | Real-time rendering |
title_exact_search | Real-time rendering |
title_exact_search_txtP | Real-time rendering |
title_full | Real-time rendering Tomas Akenine-Möller, Eric Haines |
title_fullStr | Real-time rendering Tomas Akenine-Möller, Eric Haines |
title_full_unstemmed | Real-time rendering Tomas Akenine-Möller, Eric Haines |
title_short | Real-time rendering |
title_sort | real time rendering |
topic | Echtzeitverarbeitung (DE-588)4151002-1 gnd Virtuelle Realität (DE-588)4399931-1 gnd Dreidimensionale Computergrafik (DE-588)4133691-4 gnd Algorithmus (DE-588)4001183-5 gnd Rendering (DE-588)4219666-8 gnd Echtzeitbildverarbeitung (DE-588)4150999-7 gnd Computergrafik (DE-588)4010450-3 gnd |
topic_facet | Echtzeitverarbeitung Virtuelle Realität Dreidimensionale Computergrafik Algorithmus Rendering Echtzeitbildverarbeitung Computergrafik |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=014992499&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
work_keys_str_mv | AT akeninemollertomas realtimerendering AT haineseric realtimerendering |