Real-time rendering:
Gespeichert in:
Hauptverfasser: | , , |
---|---|
Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Wellesley, Mass.
Peters
2008
|
Ausgabe: | 3. ed. |
Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis |
Beschreibung: | XVIII, 1027 S. Ill., graph. Darst. |
ISBN: | 9781568814247 1568814240 |
Internformat
MARC
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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 ; Naty Hoffman |
250 | |a 3. ed. | ||
264 | 1 | |a Wellesley, Mass. |b Peters |c 2008 | |
300 | |a XVIII, 1027 S. |b Ill., graph. Darst. | ||
336 | |b txt |2 rdacontent | ||
337 | |b n |2 rdamedia | ||
338 | |b nc |2 rdacarrier | ||
650 | 4 | |a Computer graphics | |
650 | 4 | |a Real-time data processing | |
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650 | 0 | 7 | |a Virtuelle Realität |0 (DE-588)4399931-1 |2 gnd |9 rswk-swf |
650 | 0 | 7 | |a Dreidimensionale Computergrafik |0 (DE-588)4133691-4 |2 gnd |9 rswk-swf |
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700 | 1 | |a Haines, Eric |d 1958- |e Verfasser |0 (DE-588)140819223 |4 aut | |
700 | 1 | |a Hoffman, Naty |e Verfasser |4 aut | |
856 | 4 | 2 | |m Digitalisierung UB Passau |q application/pdf |u http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=016564232&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |3 Inhaltsverzeichnis |
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883 | 1 | |8 2\p |a cgwrk |d 20201028 |q DE-101 |u https://d-nb.info/provenance/plan#cgwrk |
Datensatz im Suchindex
_version_ | 1804137753869287424 |
---|---|
adam_text | Contents
Preface
xi
1
Introduction
1
1.1
Contents
Overview.....................
2
1.2
Notation
and Definitions
.................. 4
2
The Graphics
Rendering
Pipeline
11
2.1
Architecture
......................... 12
2.2
The Application Stage
................... 14
2.3
The Geometry
Stage
.................... 15
2.4
The Rasterizer Stage
.................... 21
2.5
Through the
Pipeline
.................... 25
3
The Graphics Processing Unit
29
3.1
GPU Pipeline
Overview
.................. 30
3.2
The Programmable Shader Stage
............. 30
3.3
The Evolution
of
Programmable
Shading
......... 33
3.4
The Vertex
Shader
..................... 38
3.5
The Geometry
Shader
................... 40
3.6
The Pixel Shader
...................... 42
3.7
The Merging
Stage
..................... 44
3.8
Effects
............................ 45
4
Transforms
53
4.1
Basic
Transforms......................
55
4.2
Special
Matrix
Transforms and Operations
........ 65
4.3
Quaternions
......................... 72
4.4
Vertex Blending
....................... 80
4.5
Morphing
.......................... 85
4.6
Projections
......................... 89
5
Visual Appearance
99
5.1
Visual Phenomena
..................... 99
5.2
Light Sources
........................ 100
5.3 Material........................... 104
5.4 Sensor............................ 107
5.5
Shading
...........................
ПО
5.6
Aliasing and Antialiasing
.................. 116
5.7
Transparency, Alpha, and Compositing
.......... 134
5.8
Gamma Correction
..................... 141
6
Texturing
147
6.1
The Texturing Pipeline
................... 148
6.2
Image Texturing
...................... 156
6.3
Procedural Texturing
.................... 178
6.4
Texture Animation
..................... 180
6.5
Material Mapping
...................... 180
6.6
Alpha Mapping
....................... 181
6.7
Bump Mapping
....................... 183
7
Advanced Shading
201
7.1
Radiometry
......................... 202
7.2
Photometry
......................... 209
7.3
Colorimetry
......................... 210
7.4
Light Source Types
..................... 217
7.5
BRDF Theory
........................ 223
7.6
BRDF Models
........................ 251
7.7
BRDF Acquisition and Representation
.......... 264
7.8
Implementing BRDFs
................... 269
7.9
Combining Lights and Materials
............. 275
8
Area and Environmental Lighting
285
8.1
Radiometry
for Arbitrary Lighting
............ 286
8.2
Area Light Sources
..................... 289
8.3
Ambient Light
....................... 295
8.4
Environment Mapping
................... 297
8.5
Glossy Reflections from Environment Maps
....... 308
8.6
Irradiance Environment Mapping
............. 314
9
Global Illumination
327
9.1
Shadows
........................... 331
9.2
Ambient Occlusion
..................... 373
9.3
Reflections
.......................... 386
9.4
Transmittance
........................ 392
9.5
Refractions
......................... 396
9.6
Caustics
........................... 399
9.7
Global Subsurface Scattering
............... 401
9.8
Full Global Illumination
.................. 407
9.9
Precomputed Lighting
................... 417
9.10
Precomputed Occlusion
.................. 425
9.11
Precomputed Radiance Transfer
.............. 430
10
Image-Based Effects
439
10.1
The Rendering Spectrum
.................. 440
10.2
Fixed-View Effects
..................... 440
10.3
Skyboxes
........................... 443
10.4
Light Field Rendering
................... 444
10.5
Sprites and Layers
..................... 445
10.6
Billboarding
......................... 446
10.7
Particle Systems
...................... 455
10.8
Displacement Techniques
.................. 463
10.9
Image Processing
...................... 467
10.10
Color Correction
...................... 474
10.11
Tone Mapping
........................ 475
10.12
Lens Flare and Bloom
................... 482
10.13
Depth of Field
....................... 486
10.14
Motion Blur
......................... 490
10.15
Fog
.............................. 496
10.16
Volume Rendering
..................... 502
11
Non-Photorealistic Rendering
507
11.1
Toon Shading
........................ 508
11.2
Silhouette Edge Rendering
................. 510
11.3
Other Styles
......................... 523
11.4
Lines
............................. 527
12
Polygonal Techniques
531
12.1
Sources of Three-Dimensional Data
............ 532
12.2
Tessellation and
Triangulation............... 534
12.3
Consolidation
........................ 541
12.4
Triangle Fans, Strips, and Meshes
............. 547
12.5
Simplification
........................ 561
13
Curves and Curved Surfaces
575
13.1
Parametric Curves
..................... 576
13.2
Parametric Curved Surfaces
................ 592
13.3
Implicit Surfaces
...................... 606
13.4
Subdivision Curves
..................... 608
13.5
Subdivision Surfaces
.................... 611
13.6
Efficient Tessellation
.................... 629
14
Acceleration Algorithms
645
14.1
Spatial Data Structures
.................. 647
14.2
Culling Techniques
..................... 660
14.3
Hierarchical View Frustum Culling
............ 664
14.4
Portal Culling
........................ 667
14.5
Detail Culling
........................ 670
14.6
Occlusion Culling
...................... 670
14.7
Level of Detail
....................... 680
14.8
Large Model Rendering
.................. 693
14.9
Point Rendering
....................... 693
15
Pipeline Optimization
697
15.1
Profiling Tools
....................... 698
15.2
Locating the Bottleneck
.................. 699
15.3
Performance Measurements
................ 702
15.4
Optimization
........................ 703
15.5
Multiprocessing
....................... 716
16
Intersection Test Methods
725
16.1
Hardware-Accelerated Picking
............... 726
16.2
Definitions and Tools
.................... 727
16.3
Bounding Volume Creation
................ 732
16.4
Geometric Probability
................... 735
16.5
Rules of Thumb
....................... 737
16.6
Ray/Sphere Intersection
.................. 738
16.7
Ray/Box Intersection
.................... 741
16.8
Ray/Triangle Intersection
................. 746
16.9
Ray/Polygon Intersection
................. 750
16.10
Plane/Box Intersection Detection
............. 755
16.11
Triangle/Triangle Intersection
............... 757
16.12
Triangle/Box Overlap
................... 760
16.13
BV/BV Intersection Tests
................. 762
16.14
View Frustum Intersection
................. 771
16.15
Shaft/Box and Shaft/Sphere Intersection
......... 778
16.16
Line/Line Intersection Tests
................ 780
16.17
Intersection Between Three Planes
............ 782
16.18
Dynamic Intersection Testing
............... 783
17
Collision Detection
793
17.1
Collision Detection with Rays
............... 795
17.2
Dynamic CD using
BSP
Trees
............... 797
17.3
General Hierarchical Collision Detection
......... 802
17.4
OBBTree
.......................... 807
Contents xi
17.5
A
Multiple
Objects CD
System.............. 811
17.6
Miscellaneous Topics
.................... 816
17.7
Other Work
......................... 826
18
Graphics Hardware
829
18.1
Buffers and Buffering
.................... 829
18.2
Perspective-Correct Interpolation
............. 838
18.3
Architecture
......................... 840
18.4
Case Studies
......................... 859
19
The Future
879
19.1
Everything Else
....................... 879
19.2
You
............................. 885
A Some Linear Algebra
889
A.I Euclidean Space
....................... 889
A.
2
Geometrical Interpretation
................. 892
A.3 Matrices
........................... 897
A.
4
Homogeneous Notation
................... 905
A.5 Geometry
.......................... 906
В
Trigonometry
913
B.I Definitions
.......................... 913
B.2 Trigonometric Laws and Formulae
............ 915
Bibliography
921
Index
1003
|
adam_txt |
Contents
Preface
xi
1
Introduction
1
1.1
Contents
Overview.
2
1.2
Notation
and Definitions
. 4
2
The Graphics
Rendering
Pipeline
11
2.1
Architecture
. 12
2.2
The Application Stage
. 14
2.3
The Geometry
Stage
. 15
2.4
The Rasterizer Stage
. 21
2.5
Through the
Pipeline
. 25
3
The Graphics Processing Unit
29
3.1
GPU Pipeline
Overview
. 30
3.2
The Programmable Shader Stage
. 30
3.3
The Evolution
of
Programmable
Shading
. 33
3.4
The Vertex
Shader
. 38
3.5
The Geometry
Shader
. 40
3.6
The Pixel Shader
. 42
3.7
The Merging
Stage
. 44
3.8
Effects
. 45
4
Transforms
53
4.1
Basic
Transforms.
55
4.2
Special
Matrix
Transforms and Operations
. 65
4.3
Quaternions
. 72
4.4
Vertex Blending
. 80
4.5
Morphing
. 85
4.6
Projections
. 89
5
Visual Appearance
99
5.1
Visual Phenomena
. 99
5.2
Light Sources
. 100
5.3 Material. 104
5.4 Sensor. 107
5.5
Shading
.
ПО
5.6
Aliasing and Antialiasing
. 116
5.7
Transparency, Alpha, and Compositing
. 134
5.8
Gamma Correction
. 141
6
Texturing
147
6.1
The Texturing Pipeline
. 148
6.2
Image Texturing
. 156
6.3
Procedural Texturing
. 178
6.4
Texture Animation
. 180
6.5
Material Mapping
. 180
6.6
Alpha Mapping
. 181
6.7
Bump Mapping
. 183
7
Advanced Shading
201
7.1
Radiometry
. 202
7.2
Photometry
. 209
7.3
Colorimetry
. 210
7.4
Light Source Types
. 217
7.5
BRDF Theory
. 223
7.6
BRDF Models
. 251
7.7
BRDF Acquisition and Representation
. 264
7.8
Implementing BRDFs
. 269
7.9
Combining Lights and Materials
. 275
8
Area and Environmental Lighting
285
8.1
Radiometry
for Arbitrary Lighting
. 286
8.2
Area Light Sources
. 289
8.3
Ambient Light
. 295
8.4
Environment Mapping
. 297
8.5
Glossy Reflections from Environment Maps
. 308
8.6
Irradiance Environment Mapping
. 314
9
Global Illumination
327
9.1
Shadows
. 331
9.2
Ambient Occlusion
. 373
9.3
Reflections
. 386
9.4
Transmittance
. 392
9.5
Refractions
. 396
9.6
Caustics
. 399
9.7
Global Subsurface Scattering
. 401
9.8
Full Global Illumination
. 407
9.9
Precomputed Lighting
. 417
9.10
Precomputed Occlusion
. 425
9.11
Precomputed Radiance Transfer
. 430
10
Image-Based Effects
439
10.1
The Rendering Spectrum
. 440
10.2
Fixed-View Effects
. 440
10.3
Skyboxes
. 443
10.4
Light Field Rendering
. 444
10.5
Sprites and Layers
. 445
10.6
Billboarding
. 446
10.7
Particle Systems
. 455
10.8
Displacement Techniques
. 463
10.9
Image Processing
. 467
10.10
Color Correction
. 474
10.11
Tone Mapping
. 475
10.12
Lens Flare and Bloom
. 482
10.13
Depth of Field
. 486
10.14
Motion Blur
. 490
10.15
Fog
. 496
10.16
Volume Rendering
. 502
11
Non-Photorealistic Rendering
507
11.1
Toon Shading
. 508
11.2
Silhouette Edge Rendering
. 510
11.3
Other Styles
. 523
11.4
Lines
. 527
12
Polygonal Techniques
531
12.1
Sources of Three-Dimensional Data
. 532
12.2
Tessellation and
Triangulation. 534
12.3
Consolidation
. 541
12.4
Triangle Fans, Strips, and Meshes
. 547
12.5
Simplification
. 561
13
Curves and Curved Surfaces
575
13.1
Parametric Curves
. 576
13.2
Parametric Curved Surfaces
. 592
13.3
Implicit Surfaces
. 606
13.4
Subdivision Curves
. 608
13.5
Subdivision Surfaces
. 611
13.6
Efficient Tessellation
. 629
14
Acceleration Algorithms
645
14.1
Spatial Data Structures
. 647
14.2
Culling Techniques
. 660
14.3
Hierarchical View Frustum Culling
. 664
14.4
Portal Culling
. 667
14.5
Detail Culling
. 670
14.6
Occlusion Culling
. 670
14.7
Level of Detail
. 680
14.8
Large Model Rendering
. 693
14.9
Point Rendering
. 693
15
Pipeline Optimization
697
15.1
Profiling Tools
. 698
15.2
Locating the Bottleneck
. 699
15.3
Performance Measurements
. 702
15.4
Optimization
. 703
15.5
Multiprocessing
. 716
16
Intersection Test Methods
725
16.1
Hardware-Accelerated Picking
. 726
16.2
Definitions and Tools
. 727
16.3
Bounding Volume Creation
. 732
16.4
Geometric Probability
. 735
16.5
Rules of Thumb
. 737
16.6
Ray/Sphere Intersection
. 738
16.7
Ray/Box Intersection
. 741
16.8
Ray/Triangle Intersection
. 746
16.9
Ray/Polygon Intersection
. 750
16.10
Plane/Box Intersection Detection
. 755
16.11
Triangle/Triangle Intersection
. 757
16.12
Triangle/Box Overlap
. 760
16.13
BV/BV Intersection Tests
. 762
16.14
View Frustum Intersection
. 771
16.15
Shaft/Box and Shaft/Sphere Intersection
. 778
16.16
Line/Line Intersection Tests
. 780
16.17
Intersection Between Three Planes
. 782
16.18
Dynamic Intersection Testing
. 783
17
Collision Detection
793
17.1
Collision Detection with Rays
. 795
17.2
Dynamic CD using
BSP
Trees
. 797
17.3
General Hierarchical Collision Detection
. 802
17.4
OBBTree
. 807
Contents xi
17.5
A
Multiple
Objects CD
System. 811
17.6
Miscellaneous Topics
. 816
17.7
Other Work
. 826
18
Graphics Hardware
829
18.1
Buffers and Buffering
. 829
18.2
Perspective-Correct Interpolation
. 838
18.3
Architecture
. 840
18.4
Case Studies
. 859
19
The Future
879
19.1
Everything Else
. 879
19.2
You
. 885
A Some Linear Algebra
889
A.I Euclidean Space
. 889
A.
2
Geometrical Interpretation
. 892
A.3 Matrices
. 897
A.
4
Homogeneous Notation
. 905
A.5 Geometry
. 906
В
Trigonometry
913
B.I Definitions
. 913
B.2 Trigonometric Laws and Formulae
. 915
Bibliography
921
Index
1003 |
any_adam_object | 1 |
any_adam_object_boolean | 1 |
author | Akenine-Möller, Tomas 1971- Haines, Eric 1958- Hoffman, Naty |
author_GND | (DE-588)138345562 (DE-588)140819223 |
author_facet | Akenine-Möller, Tomas 1971- Haines, Eric 1958- Hoffman, Naty |
author_role | aut aut aut |
author_sort | Akenine-Möller, Tomas 1971- |
author_variant | t a m tam e h eh n h nh |
building | Verbundindex |
bvnumber | BV023381137 |
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)473929488 (DE-599)BVBBV023381137 |
dewey-full | 006.6773 |
dewey-hundreds | 000 - Computer science, information, general works |
dewey-ones | 006 - Special computer methods |
dewey-raw | 006.6 773 |
dewey-search | 006.6 773 |
dewey-sort | 16.6 3773 |
dewey-tens | 000 - Computer science, information, general works |
discipline | Informatik |
discipline_str_mv | Informatik |
edition | 3. ed. |
format | Book |
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id | DE-604.BV023381137 |
illustrated | Illustrated |
index_date | 2024-07-02T21:16:25Z |
indexdate | 2024-07-09T21:17:19Z |
institution | BVB |
isbn | 9781568814247 1568814240 |
language | English |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-016564232 |
oclc_num | 473929488 |
open_access_boolean | |
owner | DE-M347 DE-29T DE-91G DE-BY-TUM DE-384 DE-739 DE-83 DE-634 DE-523 DE-1050 DE-188 DE-92 DE-859 DE-20 |
owner_facet | DE-M347 DE-29T DE-91G DE-BY-TUM DE-384 DE-739 DE-83 DE-634 DE-523 DE-1050 DE-188 DE-92 DE-859 DE-20 |
physical | XVIII, 1027 S. Ill., graph. Darst. |
publishDate | 2008 |
publishDateSearch | 2008 |
publishDateSort | 2008 |
publisher | Peters |
record_format | marc |
spelling | Akenine-Möller, Tomas 1971- Verfasser (DE-588)138345562 aut Real-time rendering Tomas Akenine-Möller ; Eric Haines ; Naty Hoffman 3. ed. Wellesley, Mass. Peters 2008 XVIII, 1027 S. Ill., graph. Darst. txt rdacontent n rdamedia nc rdacarrier Computer graphics Real-time data processing Rendering (DE-588)4219666-8 gnd rswk-swf Algorithmus (DE-588)4001183-5 gnd rswk-swf Echtzeitbildverarbeitung (DE-588)4150999-7 gnd rswk-swf Computergrafik (DE-588)4010450-3 gnd rswk-swf Virtuelle Realität (DE-588)4399931-1 gnd rswk-swf Dreidimensionale Computergrafik (DE-588)4133691-4 gnd rswk-swf Echtzeitverarbeitung (DE-588)4151002-1 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- Verfasser (DE-588)140819223 aut Hoffman, Naty Verfasser aut Digitalisierung UB Passau application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=016564232&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- Haines, Eric 1958- Hoffman, Naty Real-time rendering Computer graphics Real-time data processing Rendering (DE-588)4219666-8 gnd Algorithmus (DE-588)4001183-5 gnd Echtzeitbildverarbeitung (DE-588)4150999-7 gnd Computergrafik (DE-588)4010450-3 gnd Virtuelle Realität (DE-588)4399931-1 gnd Dreidimensionale Computergrafik (DE-588)4133691-4 gnd Echtzeitverarbeitung (DE-588)4151002-1 gnd |
subject_GND | (DE-588)4219666-8 (DE-588)4001183-5 (DE-588)4150999-7 (DE-588)4010450-3 (DE-588)4399931-1 (DE-588)4133691-4 (DE-588)4151002-1 |
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 ; Naty Hoffman |
title_fullStr | Real-time rendering Tomas Akenine-Möller ; Eric Haines ; Naty Hoffman |
title_full_unstemmed | Real-time rendering Tomas Akenine-Möller ; Eric Haines ; Naty Hoffman |
title_short | Real-time rendering |
title_sort | real time rendering |
topic | Computer graphics Real-time data processing Rendering (DE-588)4219666-8 gnd Algorithmus (DE-588)4001183-5 gnd Echtzeitbildverarbeitung (DE-588)4150999-7 gnd Computergrafik (DE-588)4010450-3 gnd Virtuelle Realität (DE-588)4399931-1 gnd Dreidimensionale Computergrafik (DE-588)4133691-4 gnd Echtzeitverarbeitung (DE-588)4151002-1 gnd |
topic_facet | Computer graphics Real-time data processing Rendering Algorithmus Echtzeitbildverarbeitung Computergrafik Virtuelle Realität Dreidimensionale Computergrafik Echtzeitverarbeitung |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=016564232&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
work_keys_str_mv | AT akeninemollertomas realtimerendering AT haineseric realtimerendering AT hoffmannaty realtimerendering |