Real-Time Rendering, Fourth Edition 在線電子書 pdf 下載 txt下載 epub 下載 mobi 下載 2024


Real-Time Rendering, Fourth Edition

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Tomas Akenine-Möller 作者
A K Peters/CRC Press
譯者
2018-8-6 出版日期
1198 頁數
USD 89.95 價格
平裝
叢書系列
9781138627000 圖書編碼

Real-Time Rendering, Fourth Edition 在線電子書 圖書標籤: 圖形學  計算機圖形學  遊戲開發  Graphics  遊戲編程  計算機  !!!  計算機圖形   


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發表於2024-06-27

Real-Time Rendering, Fourth Edition 在線電子書 epub 下載 mobi 下載 pdf 下載 txt 下載 2024

Real-Time Rendering, Fourth Edition 在線電子書 epub 下載 pdf 下載 mobi 下載 txt 下載 2024

Real-Time Rendering, Fourth Edition 在線電子書 pdf 下載 txt下載 epub 下載 mobi 下載 2024



Real-Time Rendering, Fourth Edition 在線電子書 用戶評價

評分

難啃,目前纔看瞭前一半。但是真的很棒,從原理性觸發講解,沒有一定的數學基礎和圖形基礎還是很難看懂的。

評分

很棒,覺得最後將近兩韆條的bibliography是精華。每次重新翻都有一種(原來這個在這裏也提到過)的感覺(暴露瞭我每次都沒仔細看。

評分

難啃,目前纔看瞭前一半。但是真的很棒,從原理性觸發講解,沒有一定的數學基礎和圖形基礎還是很難看懂的。

評分

一本非常好的書,參考和見識視野都非常好

評分

廣泛地介紹瞭實時領域相關的各種問題,而且對最新的研究和工業應用都有充分的關注,屬於不得不看的好書。正如作者所期望的,這本書協助你 catch up 實時渲染的前沿;看完這廣泛而細緻的導論後,你就對接下來的真正的研究之路做好準備瞭。

Real-Time Rendering, Fourth Edition 在線電子書 著者簡介

Tomas Akenine-Möller is a professor in computer science with specialization in computer graphics and image processing at the Department of Computer Science, Lund University, Sweden. Over the past years, I've built my own computer graphics group, LUGG (Lund University Graphics Group).

Eric Haines currently works at NVIDIA on interactive ray tracing. He cofounded the Journal of Graphics Tools and the Journal of Computer Graphics Techniques. He is also the creator and lecturer for the Udacity MOOC Interactive 3D Graphics.

Naty Hoffman is currently Principal Engineer & Architect at Lucasfilm’s Advanced Development Group. Previously he was Vice President of Technology at 2K. Prior to that he was employed at Activision (working on graphics R&D for various titles, including the Call of Duty series), SCEA Santa Monica Studio (coding graphics technology for God of War III), Naughty Dog (developing PS3 first-party libraries), Westwood Studios (leading graphics development on Earth and Beyond) and Intel (driving Pentium pipeline modifications and assisting the SSE / SSE2 instruction set definition).

Angelo Pesce currently serves as a Technical Director for Activision Central Technology where he helps the Call of Duty studios with rendering R&D. His interest in Computer Graphics started in his teens by joining the demoscene community. In the past he has worked on rendering solutions for companies such as Milestone, Electronic Arts, Capcom and Relic Entertainment.

Sebastien Hillaire is a senior rendering engineer pushing visual quality, performance and workflows within the Frostbite team at Electronic Arts. He obtained his PhD in Computer Science from the French National Institute of Applied Science in 2010, during which he focused on using gaze tracking to enhance virtual reality user experiences.

Michał Iwanicki currently works as a Technical Director in Activision Central Technology group, where he focuses on graphics related research. He worked on rendering and engine code for games in The Witcher, The Last of Us, and the Call of Duty series


Real-Time Rendering, Fourth Edition 在線電子書 著者簡介


Real-Time Rendering, Fourth Edition 在線電子書 pdf 下載 txt下載 epub 下載 mobi 在線電子書下載

Real-Time Rendering, Fourth Edition 在線電子書 圖書描述

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.

Real-Time Rendering, Fourth Edition 在線電子書 下載 mobi epub pdf txt 在線電子書下載


想要找書就要到 圖書目錄大全
立刻按 ctrl+D收藏本頁
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Real-Time Rendering, Fourth Edition 在線電子書 讀後感

評分

这本书我正在读。本来在读第三版的电子版,但在电脑上读着太累,加之英文不是很强悍,就买了这本书配合来读。就如在之前豆瓣上说的,有已经不错了,再差也比没有强。即便现在我也这样认为。 不过我还是得说几点不爽的。因为,真不爽了。当我看到这本书讲的话题基本涵盖了图形...  

評分

这本书的世界观架构很宏大,基本就包罗万象,内容写得晦涩,读起来相当吃力,缺少例子,就这样都1045页,如果能写得详尽一点,那就完美了,只怕估计需要三四千页的样子,总的说来,内容相当优质,就是写得太简要  

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

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...  

評分

这本书我正在读。本来在读第三版的电子版,但在电脑上读着太累,加之英文不是很强悍,就买了这本书配合来读。就如在之前豆瓣上说的,有已经不错了,再差也比没有强。即便现在我也这样认为。 不过我还是得说几点不爽的。因为,真不爽了。当我看到这本书讲的话题基本涵盖了图形...  

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