Real-Time Rendering, Third Edition 在線電子書 圖書標籤: 計算機圖形學 圖形學 遊戲編程 Graphics 遊戲開發 real-timeRender CG 計算機
發表於2024-12-22
Real-Time Rendering, Third Edition 在線電子書 pdf 下載 txt下載 epub 下載 mobi 下載 2024
實時算法大檢閱, 不過現在可以齣第四版瞭。
評分隻讀瞭和渲染管綫框架相關的前麵幾章。雖讀瞭很少部分,但也感到敘述的細膩,復雜而不艱澀。
評分斷斷續續的終於跳著看完瞭。 後麵的章節真的隻是個目錄啊…… 不過真的是該齣新版瞭,好多東西有點老。可惜應該沒有新版瞭。
評分屬於每個領域的一兩本聖經級讀物,做Graphics必讀,即使不做Rendering,即使不做Realtime,沒什麼好多說的瞭。
評分真 · 代碼能力弱
Tomas Akenine-Moller is a professor of computer science, specializing in computer graphics and image processing, at the Department of Computer Science, Lund University, Sweden. He received an MSc in Computer Science and Engineering from Lund in 1995, and a PhD in computer graphics from Chalmers University of Technology in 1998. In 2000 he was a post doc at UC Berkeley and he also spent time at UC San Diego (2004/2005) as a visiting researcher. Eric Haines is a Lead Software Engineer at Autodesk, Inc., working on a next-generation interactive rendering system for computer-aided design applications. He is currently an editor of the journal of graphics tools, online editor for ACM TOG, and maintainer of the Graphics Gems code repository, among other activities. He received an MS from the Program of Computer Graphics at Cornell in 1985. Naty Hoffman has been developing videogame graphics for over a decade. Previously he was a microprocessor architect at Intel. He has contributed to the development of numerous games as well as instruction set extensions, major graphics APIs, and processors. Naty is particularly interested in physically-based real-time rendering methods, on which he has published several articles and taught classes at SIGGRAPH, I3D, GDC and Meltdown.
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 or 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.
看了一半, 说说感觉. 整本书的语言比较晦涩, 看得 比较吃力. 很多内容都只是简单涉及而没有深入的讲解. 部分内容稍显过时(如shader部分,最好能看第三版, 情况可能会好些). 给我的感觉比较像国内的教材. 不过总的来说是一本很不错的拓宽视野的书,对于实时渲染相关的各种技术...
評分目前只是大概翻了一下,一些章节还没有深入,权当做读第三版前的预习吧。 这本书难度有点大,虽然作者在序里说有点图形学基础,计算机科学和编程基础的同志们都可以阅读,但是很明显要想真正读懂还是需要若干图形学实践经验的,否则很多时候只能知其然但无法知其所以然。 此书...
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...
評分看了一半, 说说感觉. 整本书的语言比较晦涩, 看得 比较吃力. 很多内容都只是简单涉及而没有深入的讲解. 部分内容稍显过时(如shader部分,最好能看第三版, 情况可能会好些). 给我的感觉比较像国内的教材. 不过总的来说是一本很不错的拓宽视野的书,对于实时渲染相关的各种技术...
Real-Time Rendering, Third Edition 在線電子書 pdf 下載 txt下載 epub 下載 mobi 下載 2024