Third Edition
CRC Press, 2008, 1045 p.
International Standard Book Number-13: 978-1-4398-6529-3 (eBook - PDF)
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, paractical 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.
Contents Overview
The Graphics Rendering Pipeline
The Graphics Processing Unit
Transforms
Visual Appearance
Texturing
Advanced Shading
Area and Environmental Lighting
Global Illumination
Image-Based Effects
Non-Photorealistic Rendering
Polygonal Techniques
Curves and Curved Surfaces
Acceleration Algorithms
Pipeline Optimization
Intersection Test Methods
Collision Detection
Graphics Hardware
The Future
Appendix A Some Linear Algebra
Appendix B Trigonometry