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Real-Time Rendering, Fourth Edition by Tomas Akenine-Möller , Eric Haines and...
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“Tear to cover see pic. Has a sturdy binding with some shelf wear. Little to no markings.”
Aceptable
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N.º de artículo de eBay:197528611503
Características del artículo
- Estado
- Aceptable
- Notas del vendedor
- “Tear to cover see pic. Has a sturdy binding with some shelf wear. Little to no markings.”
- ISBN
- 9781138627000
Acerca de este producto
Product Identifiers
Publisher
A + K Peter's, The Limited
ISBN-10
1138627003
ISBN-13
9781138627000
eBay Product ID (ePID)
20038782168
Product Key Features
Number of Pages
1178 Pages
Publication Name
Real-Time Rendering, Fourth Edition
Language
English
Subject
Programming / Games, Computer Graphics, General, Data Processing
Publication Year
2018
Features
New Edition
Type
Textbook
Subject Area
Computers
Format
Hardcover
Dimensions
Item Height
2 in
Item Weight
92.7 Oz
Item Length
9.5 in
Item Width
7.8 in
Additional Product Features
Edition Number
4
Intended Audience
Scholarly & Professional
LCCN
2018-009546
Illustrated
Yes
Dewey Decimal
006.6773
Table Of Content
chapter 1 Introduction chapter 2 The Graphics Rendering Pipeline chapter 3 The Graphics Processing Unit chapter 4 Transforms chapter 5 Shading Basics chapter 6 Texturing chapter 7 Shadows chapter 8 Light and Color chapter 9 Physically-Based Shading chapter 10 Local Illumination chapter 11 Global Illumination chapter 12 Image-Space Effects chapter 13 Beyond Polygons chapter 14 Volumetric and Translucency Rendering chapter 15 Non-Photorealistic Rendering chapter 16 Polygonal Techniques chapter 17 Curves and Curved Surfaces chapter 18 Pipeline Optimization chapter 19 Acceleration Algorithms chapter 20 Effcient Shading chapter 21 Virtual and Augmented Reality chapter 22 Intersection Test Methods chapter 23 Graphics Hardware chapter 24 The Future
Edition Description
New Edition
Synopsis
Thoroughly updated, this fourth edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second., Thoroughly updated, this fourth 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. New to this edition: new chapter on VR and AR as well as expanded coverage of Visual Appearance, Advanced Shading, Global Illumination, and Curves and Curved Surfaces. Key Features Covers topics from essential mathematical foundations to advanced techniques used by today's cutting edge games Case studies are grounded in specific real-time rendering technologies Revised and revamped for its updated fourth edition, which focuses on modern techniques and used to generate three-dimensional images in a fraction of time old processes took Covers practical rendering for games to math and details for better interactive applications. Reviews "This is the book I recommend to everyone starting out in the industry. Not only is it a great reference on so many topics, each topic is covered in impressive depth with great references for further exploration." -- Alex Vlachos, Valve " Real-Time Rendering condenses literally thousands of cutting-edge papers, talks, and blogs into a single, easy-to-read volume presenting today's best practices, open problems, and promising state-of-the-art research. A key reference for beginners and experts " -- Chris Wyman, Principal Research Scientist, NVIDIA "Since it was first published, Real-Time Rendering has been an invaluable companion to anyone who wants to keep up with this dynamic field. It combines rigorous coverage of the fundamentals with up-to-date discussion of the latest techniques. The fourth edition is required reading for anyone serious about computer graphics." -- Matt Pharr, co-author of Physically Based Rendering: From Theory to Implementation "I built our rendering engine and my career on what I learned in previous editions of Real-Time Rendering . This new edition is carefully updated to represent the current state of our field, and will remain the first resource I check when tackling a new challenge." -- Patrick Cozzi, Principal Graphics Architect, Cesium, and co-editor of OpenGL Insights " Real-Time Rendering is the first book I recommend reading to anyone who wants to learn real-time graphics. All the relevant knowledge in one place, and a joy to read, too " -- Aras Pranckevicius, Unity Technologies About the Cover : The cover shows an example of advanced real-time rendering technology used in the 2018 Star Wars (TM) short Reflections , which includes real-time ray tracing of reflections and area light shadows computed on the GPU. The short was produced by Epic Games and built in Unreal Engine in collaboration with ILMxLAB and NVIDIA., Real-Time Rendering combines fundamental principles with guidance on the latest techniques to provide a complete reference on three-dimensional interactive computer graphics. It will help you increase speed and improve image quality and learn the features and limitations of acceleration algorithms and graphics APIs. This latest fourth edition has been updated to include a chapter on virtual reality and augmented reality and covers new topics such as visual appearance, global illumination, and curves and curved surfaces. It is for anyone serious about computer graphics who wants to learn about algorithms that create synthetic images fast enough that the viewer can interact with a virtual environment. Reviews "This is the book I recommend to everyone starting out in the industry. Not only is it a great reference on so many topics, each topic is covered in impressive depth with great references for further exploration." -- Alex Vlachos, Valve " Real-Time Rendering condenses literally thousands of cutting-edge papers, talks, and blogs into a single, easy-to-read volume presenting today's best practices, open problems, and promising state-of-the-art research. A key reference for beginners and experts!" -- Chris Wyman, Principal Research Scientist, NVIDIA "Since it was first published, Real-Time Rendering has been an invaluable companion to anyone who wants to keep up with this dynamic field. It combines rigorous coverage of the fundamentals with up-to-date discussion of the latest techniques. The fourth edition is required reading for anyone serious about computer graphics." -- Matt Pharr, co-author of Physically Based Rendering: From Theory to Implementation "I built our rendering engine and my career on what I learned in previous editions of Real-Time Rendering . This new edition is carefully updated to represent the current state of our field, and will remain the first resource I check when tackling a new challenge." -- Patrick Cozzi, Principal Graphics Architect, Cesium, and co-editor of OpenGL Insights " Real-Time Rendering is the first book I recommend reading to anyone who wants to learn real-time graphics. All the relevant knowledge in one place, and a joy to read, too!" -- Aras Pranckevicius, Unity Technologies About the Cover: The cover shows an example of advanced real-time rendering technology used in the 2018 Star Wars (TM) short Reflections , which includes real-time ray tracing of reflections and area light shadows computed on the GPU. The short was produced by Epic Games and built in Unreal Engine in collaboration with ILMxLAB and NVIDIA., Real-Time Rendering combines fundamental principles with guidance on the latest techniques to provide a complete reference on three-dimensional interactive computer graphics. It will help you increase speed and improve image quality and learn the features and limitations of acceleration algorithms and graphics APIs. This latest fourth edition has been updated to include a chapter on virtual reality and augmented reality and covers new topics such as visual appearance, global illumination, and curves and curved surfaces. It is for anyone serious about computer graphics who wants to learn about algorithms that create synthetic images fast enough that the viewer can interact with a virtual environment. Reviews "This is the book I recommend to everyone starting out in the industry. Not only is it a great reference on so many topics, each topic is covered in impressive depth with great references for further exploration." -- Alex Vlachos, Valve " Real-Time Rendering condenses literally thousands of cutting-edge papers, talks, and blogs into a single, easy-to-read volume presenting today's best practices, open problems, and promising state-of-the-art research. A key reference for beginners and experts!" -- Chris Wyman, Principal Research Scientist, NVIDIA "Since it was first published, Real-Time Rendering has been an invaluable companion to anyone who wants to keep up with this dynamic field. It combines rigorous coverage of the fundamentals with up-to-date discussion of the latest techniques. The fourth edition is required reading for anyone serious about computer graphics." -- Matt Pharr, co-author of Physically Based Rendering: From Theory to Implementation "I built our rendering engine and my career on what I learned in previous editions of Real-Time Rendering . This new edition is carefully updated to represent the current state of our field, and will remain the first resource I check when tackling a new challenge." -- Patrick Cozzi, Principal Graphics Architect, Cesium, and co-editor of OpenGL Insights " Real-Time Rendering is the first book I recommend reading to anyone who wants to learn real-time graphics. All the relevant knowledge in one place, and a joy to read, too!" -- Aras Pranckevicius, Unity Technologies About the Cover: The cover shows an example of advanced real-time rendering technology used in the 2018 Star Wars (tm) short Reflections , which includes real-time ray tracing of reflections and area light shadows computed on the GPU. The short was produced by Epic Games and built in Unreal Engine in collaboration with ILMxLAB and NVIDIA.
LC Classification Number
T385.M635 2018
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- e***r (446)- Votos emitidos por el comprador.Últimos 6 mesesCompra verificadaVery fast and professional service, with fully tracked shipping from the U.S.A. to the U.K. The book arrived securely packaged and as described and shown in listing. Happy to recommend this eBay business.
- e***e (42)- Votos emitidos por el comprador.Mes pasadoCompra verificadaThe book is as described and shipped quickly with secure packaging. Thank you!
- i***p (348)- Votos emitidos por el comprador.Mes pasadoCompra verificadaItem as described, and it arrived promptly. Great seller.
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