Real-Time Rendering

Real-Time Rendering

Author: Tomas Akenine-Möller

Publisher: CRC Press

Published: 2019-01-18

Total Pages: 1046

ISBN-13: 1315362007

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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 of 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. The authors have made the figures used in the book available for download for fair use.:Download Figures. Reviews Rendering has been a required reference for professional graphics practitioners for nearly a decade. This latest edition is as relevant as ever, covering topics from essential mathematical foundations to advanced techniques used by today’s cutting edge games. -- Gabe Newell, President, Valve, May 2008 Rendering ... has been completely revised and revamped for its updated third edition, which focuses on modern techniques used to generate three-dimensional images in a fraction of the time old processes took. From practical rendering for games to math and details for better interactive applications, it's not to be missed. -- The Bookwatch, November 2008 You'll get brilliantly lucid explanations of concepts like vertex morphing and variance shadow mapping—as well as a new respect for the incredible craftsmanship that goes into today's PC games. -- Logan Decker, PC Gamer Magazine , February 2009


Real-Time Collision Detection

Real-Time Collision Detection

Author: Christer Ericson

Publisher: CRC Press

Published: 2004-12-22

Total Pages: 634

ISBN-13: 1000750558

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Written by an expert in the game industry, Christer Ericson's new book is a comprehensive guide to the components of efficient real-time collision detection systems. The book provides the tools and know-how needed to implement industrial-strength collision detection for the highly detailed dynamic environments of applications such as 3D games, virt


GPU Gems 2

GPU Gems 2

Author: Matt Pharr

Publisher: Addison-Wesley Professional

Published: 2005

Total Pages: 814

ISBN-13: 9780321335593

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More useful techniques, tips, and tricks for harnessing the power of the new generation of powerful GPUs.


Ray Tracing Gems

Ray Tracing Gems

Author: Eric Haines

Publisher: Apress

Published: 2019-02-25

Total Pages: 622

ISBN-13: 1484244273

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This book is a must-have for anyone serious about rendering in real time. With the announcement of new ray tracing APIs and hardware to support them, developers can easily create real-time applications with ray tracing as a core component. As ray tracing on the GPU becomes faster, it will play a more central role in real-time rendering. Ray Tracing Gems provides key building blocks for developers of games, architectural applications, visualizations, and more. Experts in rendering share their knowledge by explaining everything from nitty-gritty techniques that will improve any ray tracer to mastery of the new capabilities of current and future hardware. What you'll learn: The latest ray tracing techniques for developing real-time applications in multiple domains Guidance, advice, and best practices for rendering applications with Microsoft DirectX Raytracing (DXR) How to implement high-performance graphics for interactive visualizations, games, simulations, and more Who this book is for:Developers who are looking to leverage the latest APIs and GPU technology for real-time rendering and ray tracing Students looking to learn about best practices in these areas Enthusiasts who want to understand and experiment with their new GPUs


Essential Mathematics for Games and Interactive Applications

Essential Mathematics for Games and Interactive Applications

Author: James M. Van Verth

Publisher: CRC Press

Published: 2008-05-19

Total Pages: 706

ISBN-13: 0123742978

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Essential Mathematics for Games and Interactive Applications, 2nd edition presents the core mathematics necessary for sophisticated 3D graphics and interactive physical simulations. The book begins with linear algebra and matrix multiplication and expands on this foundation to cover such topics as color and lighting, interpolation, animation and basic game physics. Essential Mathematics focuses on the issues of 3D game development important to programmers and includes optimization guidance throughout. The new edition Windows code will now use Visual Studio.NET. There will also be DirectX support provided, along with OpenGL - due to its cross-platform nature. Programmers will find more concrete examples included in this edition, as well as additional information on tuning, optimization and robustness. The book has a companion CD-ROM with exercises and a test bank for the academic secondary market, and for main market: code examples built around a shared code base, including a math library covering all the topics presented in the book, a core vector/matrix math engine, and libraries to support basic 3D rendering and interaction.


Spatial Augmented Reality

Spatial Augmented Reality

Author: Oliver Bimber

Publisher: CRC Press

Published: 2005-08-08

Total Pages: 386

ISBN-13: 1439864942

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Like virtual reality, augmented reality is becoming an emerging platform in new application areas for museums, edutainment, home entertainment, research, industry, and the art communities using novel approaches which have taken augmented reality beyond traditional eye-worn or hand-held displays. In this book, the authors discuss spatial augmented r


Pacific Graphics '99

Pacific Graphics '99

Author:

Publisher:

Published: 1999

Total Pages: 348

ISBN-13: 9780769502939

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Annotation Seoul, Korea hosted the Pacific Graphics 99 Conference, a major Asian forum in the field. Culled from 81 submissions are 30 papers, as well as three extended abstracts for the keynote address and two invited talks. The keynoter, T. Kunii of Hosei U., Japan, frames the science of computer graphics. Session papers address: rendering, computer animation, geometric computation, swept volume, geometric compression, visualization, subdivision surfaces, surface reconstruction, virtual reality, geometric modeling, and geometric processing. Invited papers are on opportunities for subdivision-based multiresolution modeling, and modeling and rendering methods of clouds. Color plates (17 pages worth) enliven the proceedings. Future conferences are planned for Hong Kong (2000) and China (2001). Lacks a subject index. Annotation copyrighted by Book News, Inc., Portland, OR.


Game Engine Architecture

Game Engine Architecture

Author: Jason Gregory

Publisher: CRC Press

Published: 2017-03-27

Total Pages: 1042

ISBN-13: 135160564X

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Hailed as a "must-have textbook" (CHOICE, January 2010), the first edition of Game Engine Architecture provided readers with a complete guide to the theory and practice of game engine software development. Updating the content to match today’s landscape of game engine architecture, this second edition continues to thoroughly cover the major components that make up a typical commercial game engine. New to the Second Edition Information on new topics, including the latest variant of the C++ programming language, C++11, and the architecture of the eighth generation of gaming consoles, the Xbox One and PlayStation 4 New chapter on audio technology covering the fundamentals of the physics, mathematics, and technology that go into creating an AAA game audio engine Updated sections on multicore programming, pipelined CPU architecture and optimization, localization, pseudovectors and Grassman algebra, dual quaternions, SIMD vector math, memory alignment, and anti-aliasing Insight into the making of Naughty Dog’s latest hit, The Last of Us The book presents the theory underlying various subsystems that comprise a commercial game engine as well as the data structures, algorithms, and software interfaces that are typically used to implement them. It primarily focuses on the engine itself, including a host of low-level foundation systems, the rendering engine, the collision system, the physics simulation, character animation, and audio. An in-depth discussion on the "gameplay foundation layer" delves into the game’s object model, world editor, event system, and scripting system. The text also touches on some aspects of gameplay programming, including player mechanics, cameras, and AI. An awareness-building tool and a jumping-off point for further learning, Game Engine Architecture, Second Edition gives readers a solid understanding of both the theory and common practices employed within each of the engineering disciplines covered. The book will help readers on their journey through this fascinating and multifaceted field.