Real-time rendering

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1. Verfasser: Akenine-Möller, Tomas 1971- (VerfasserIn)
Format: Buch
Sprache:English
Veröffentlicht: Natick, Mass. Peters 2005
Ausgabe:2. ed. ; [Nachdr.]
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Datensatz im Suchindex

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adam_text Contents Preface xi 1 Introduction 1 1.1 Contents Overview...................... 2 1.2 Notation and Definitions ................... 3 2 The Graphics Rendering Pipeline 9 2.1 Architecture ......................... 10 2.2 The Application Stage .................... 12 2.3 The Geometry Stage ..................... 13 2.4 The Rasterizer Stage ..................... 20 2.5 Through the Pipeline .................... 22 3 Transforms 25 3.1 Basic Transforms....................... 27 3.2 Special Matrix Transforms and Operations ........ 37 3.3 Quaternions .......................... 44 3.4 Vertex Blending ....................... 53 3.5 Projections .......................... 57 4 Visual Appearance 67 4.1 Light Sources ......................... 67 4.2 Material ............................ 69 4.3 Lighting and Shading .................... 70 4.4 Aliasing and Antialiasing .................. 84 4.5 Transparency, Alpha, and Compositing .......... 101 4.6 Fog .............................. 106 4.7 Gamma Correction ...................... 109 5 Texturing 117 5.1 Generalized Texturing .................... 118 5.2 Image Texturing ....................... 129 5.3 Texture Caching and Compression ...........·. . 141 VII viii Contents 5.4 Multipass Texture Rendering ................ 144 5.5 Multitexturing ........................ 146 5.6 Texture Animation ...................... 147 5.7 Texturing Methods ...................... 148 6 Advanced Lighting and Shading 181 6.1 Radiometry and Photometry ................ 182 6.2 Colorimetry .......................... 188 6.3 BRDF Theory ........................ 194 6.4 Implementing BRDFs .................... 202 6.5 Vertex Shaders ........................ 213 6.6 Pixel Shading ......................... 220 6.7 Shading Languages ...................... 232 6.8 Motion Blur .......................... 236 6.9 Depth of Field ........................ 237 6.10 Reflections .......................... 238 6.11 Refractions .......................... 245 6.12 Shadows ............................ 248 6.13 Global Illumination ..................... 276 7 Non-Photorealistic Rendering 289 7.1 Toon Shading ......................... 290 7.2 Silhouette Edge Rendering ................. 291 7.3 Other Styles ......................... 304 7.4 Lines .............................. 308 8 Image-Based Rendering 313 8.1 The Rendering Spectrum .................. 313 8.2 Overview of Algorithms ................... 314 8.3 Billboarding .......................... 318 8.4 Lens Flare and Bloom .................... 329 8.5 Particle Systems ....................... 331 8.6 Depth Sprites ......................... 332 8.7 Hierarchical Image Caching ................. 334 8.8 Full-Screen Billboarding ................... 337 8.9 Skyboxes ........................... 338 8.10 Fixed-View Effects ...................... 339 8.11 Image Processing ....................... 340 8.12 Volume Rendering ...................... 342 Contents ¡x 9 Accélération Algorithms 345 9.1 Spatial Data Structures ................... 346 9.2 Culling Techniques ...................... 357 9.3 Backface and Clustered Backface Culling ......... 359 9.4 Hierarchical View Frustum Culling ............. 363 9.5 Portal Culling ......................... 365 9.6 Detail Culling ......................... 368 9.7 Occlusion Culling ....................... 368 9.8 Level of Detail ........................ 389 9.9 Large Model Rendering ................... 401 9.10 Point Rendering ....................... 401 10 Pipeline Optimization 405 10.1 Locating the Bottleneck ................... 406 10.2 Performance Measurements ................. 409 10.3 Optimization ......................... 410 10.4 Balancing the Graphics Pipeline .............. 426 10.5 Multiprocessing ........................ 429 11 Polygonal Techniques 437 11.1 Sources of Three-Dimensional Data ......... . . . . 438 11.2 Tessellation and Triangulation ............... 440 11.3 Consolidation ......................... 447 11.4 Triangle Strips, Fans, and Meshes ............. 454 11.5 Simplification ......................... 468 12 Curves and Curved Surfaces 481 12.1 Parametric Curves ...................... 482 12.2 Parametric Curved Surfaces ................. 496 12.3 Efficient Tessellation ..................... 512 12.4 Implicit Surfaces ....................... 526 12.5 Subdivision Curves ...................... 527 12.6 Subdivision Surfaces ..................... 531 13 Intersection Test Methods 557 13.1 Hardware-Accelerated Picking ................ 558 13.2 Definitions and Tools ..................... 559 13.3 Bounding Volume Creation ................. 564 13.4 Rules of Thumb ....................... 567 13.5 Ray /Sphere Intersection ................... 568 13.6 Ray/Box Intersection .................... 572 13.7 Ray/Triangle Intersection .................. 578 x Contents 13.8 Ray/Polygon Intersection .................. 582 13.9 Plane/Box Intersection Detection .............. 586 13.10 Triangle/Triangle Intersection ................ 590 13.11 Triangle/Box Overlap .................... 596 13.12 BV/BV Intersection Tests .................. 598 13.13 View Frustram Intersection ................. 606 13.14 Shaft/Box and Shaft/Sphere Intersection ......... 614 13.15 Line/Line Intersection Tests ................. 616 13.16 Intersection Between Three Planes ............. 619 13.17 Dynamic Intersection Testing ................ 620 14 Collision Detection 631 14.1 Collision Detection with Rays ................ 633 14.2 Dynamic CD using BSP Trees ............... 634 14.3 General Hierarchical Collision Detection .......... 640 14.4 OBBTree ........................... 645 14.5 fc-DOPTree .......................... 649 14.6 A Multiple Objects CD System ............... 653 14.7 Miscellaneous Topics ..................... 657 15 Graphics Hardware 669 15.1 Buffers and Buffering ....................669 15.2 Perspective-Correct Interpolation ..............680 15.3 Architecture .........................682 16 The Future 709 16.1 Everything Else ........................709 16.2 You ..............................711 A Some Linear Algebra 715 A.I The Euclidean Space ..................... 715 A.2 Geometrical Interpretation ................. 718 A.3 Matrices ............................ 723 A.4 Homogeneous Notation ................... 731 A.5 Geometry ........................... 732 В Trigonometry 739 B.I Definitions ..........................739 B.2 Trigonometric Laws and Formulae .............741 References 747 Index 809
any_adam_object 1
author Akenine-Möller, Tomas 1971-
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dewey-ones 006 - Special computer methods
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dewey-tens 000 - Computer science, information, general works
discipline Informatik
edition 2. ed. ; [Nachdr.]
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physical XIV, 835 S. Ill., graph. Darst.
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publishDateSearch 2005
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publisher Peters
record_format marc
spellingShingle Akenine-Möller, Tomas 1971-
Real-time rendering
Echtzeitverarbeitung (DE-588)4151002-1 gnd
Virtuelle Realität (DE-588)4399931-1 gnd
Dreidimensionale Computergrafik (DE-588)4133691-4 gnd
Algorithmus (DE-588)4001183-5 gnd
Rendering (DE-588)4219666-8 gnd
Echtzeitbildverarbeitung (DE-588)4150999-7 gnd
Computergrafik (DE-588)4010450-3 gnd
subject_GND (DE-588)4151002-1
(DE-588)4399931-1
(DE-588)4133691-4
(DE-588)4001183-5
(DE-588)4219666-8
(DE-588)4150999-7
(DE-588)4010450-3
title Real-time rendering
title_auth Real-time rendering
title_exact_search Real-time rendering
title_full Real-time rendering Tomas Akenine-Möller, Eric Haines
title_fullStr Real-time rendering Tomas Akenine-Möller, Eric Haines
title_full_unstemmed Real-time rendering Tomas Akenine-Möller, Eric Haines
title_short Real-time rendering
title_sort real time rendering
topic Echtzeitverarbeitung (DE-588)4151002-1 gnd
Virtuelle Realität (DE-588)4399931-1 gnd
Dreidimensionale Computergrafik (DE-588)4133691-4 gnd
Algorithmus (DE-588)4001183-5 gnd
Rendering (DE-588)4219666-8 gnd
Echtzeitbildverarbeitung (DE-588)4150999-7 gnd
Computergrafik (DE-588)4010450-3 gnd
topic_facet Echtzeitverarbeitung
Virtuelle Realität
Dreidimensionale Computergrafik
Algorithmus
Rendering
Echtzeitbildverarbeitung
Computergrafik
url http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=014992499&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA
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