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
发表于2025-02-25
Real-Time Rendering, Third Edition pdf epub mobi txt 電子書 下載 2025
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.
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.
每周一都熬夜到淩晨三點寫summary的日子我再也不想過瞭
評分對實時渲染技術梳理得很好。
評分看瞭部分,為瞭畢設。講得挺好的,還有很多沒看,加油。
評分內容挺全的,一本看下來思路拓寬瞭不少.
評分第二作者Haines是我們Autodesk滴~
看了一半, 说说感觉. 整本书的语言比较晦涩, 看得 比较吃力. 很多内容都只是简单涉及而没有深入的讲解. 部分内容稍显过时(如shader部分,最好能看第三版, 情况可能会好些). 给我的感觉比较像国内的教材. 不过总的来说是一本很不错的拓宽视野的书,对于实时渲染相关的各种技术...
評分此书一定不是给初学者看的,首先它很厚,其次涉及内容很多,但大多停留在理论讲解上,另外全是数学啊。所以给我的感觉就是,是一本导读性质的书,但又有太多晦涩难懂的东西,不具备太多实践性,应该适合已经对图形学有一定程度理解的人看。所以我还是先放弃了,初学者建议还是...
評分看了一半, 说说感觉. 整本书的语言比较晦涩, 看得 比较吃力. 很多内容都只是简单涉及而没有深入的讲解. 部分内容稍显过时(如shader部分,最好能看第三版, 情况可能会好些). 给我的感觉比较像国内的教材. 不过总的来说是一本很不错的拓宽视野的书,对于实时渲染相关的各种技术...
評分看了一半, 说说感觉. 整本书的语言比较晦涩, 看得 比较吃力. 很多内容都只是简单涉及而没有深入的讲解. 部分内容稍显过时(如shader部分,最好能看第三版, 情况可能会好些). 给我的感觉比较像国内的教材. 不过总的来说是一本很不错的拓宽视野的书,对于实时渲染相关的各种技术...
評分说他“入门”可不是指这本书很基础你一上来就要看,而是指他会将你带入图形专业领域去,可以让你进一步深入的专研某一方向。 此书比较难的部分在BRDF和细分那章,其它的还好,特别是细分那章需要自己查阅技术论文才能了解个大概,书上只是取的论文中的某一部分。所以以偏概全...
Real-Time Rendering, Third Edition pdf epub mobi txt 電子書 下載 2025