9781568811017-1568811012-Real-Time Rendering

Real-Time Rendering

ISBN-13: 9781568811017
ISBN-10: 1568811012
Edition: 1
Author: Eric Haines, Tomas Akenine-Möller, Naty Hoffman
Publication date: 1999
Publisher: A K Peters/CRC Press
Format: Hardcover 482 pages
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Book details

ISBN-13: 9781568811017
ISBN-10: 1568811012
Edition: 1
Author: Eric Haines, Tomas Akenine-Möller, Naty Hoffman
Publication date: 1999
Publisher: A K Peters/CRC Press
Format: Hardcover 482 pages

Summary

Real-Time Rendering (ISBN-13: 9781568811017 and ISBN-10: 1568811012), written by authors Eric Haines, Tomas Akenine-Möller, Naty Hoffman, was published by A K Peters/CRC Press in 1999. With an overall rating of 3.5 stars, it's a notable title among other books. You can easily purchase or rent Real-Time Rendering (Hardcover) from BooksRun, along with many other new and used books and textbooks. And, if you're looking to sell your copy, our current buyback offer is $0.46.

Description

Realistically animated 3D computer graphics rendered in real time is a goal of the computer animation industry. Tomas Mˆller and Eric Haines provide a text that covers the development of real-time rendering for use in computer games, computer-animated movies, advertising, and other applications. The authors have written the book that they wish they had when they started out. Focusing on the entire graphics pipeline, this book covers optimization, visual appearance, speed-up techniques, and collision detection. The authors present new techniques and time-tested algorithms. Entire sections are devoted to special effects, polygon tessellation, and model simplification. A large section on hardware ends the book. Copious references, mathematical appendices, reading recommendations, and a dedicated web site for additional resources make this book an indispensable guide to this rapidly evolving field.The Graphics Rendering Pipeline; Transforms; Visual Appearance; Texturing; Special Effects; Speed-Up Techniques; Pipeline Optimization; Polygonal Techniques; Intersection Test Methods; Collision Detection; Graphics Hardware; The Future; Some Linear Algebra; Trigonometry

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