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Book Description

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 o

Table of Contents

  1. Cover
  2. Halftitle
  3. Title
  4. Copyright
  5. Contents
    1. Preface
      1. 1 Introduction
        1. 1.1 Overview
        2. 1.2 Notation and Definitions
      2. 2 The Graphics Rendering Pipeline
        1. 2.1 Architecture
        2. 2.2 The Application Stage
        3. 2.3 Geometry Processing
        4. 2.4 Rasterization
        5. 2.5 Pixel Processing
        6. 2.6 Through the Pipeline
      3. 3 The Graphics Processing Unit
        1. 3.1 Data-Parallel Architectures
        2. 3.2 GPU Pipeline Overview
        3. 3.3 The Programmable Shader Stage
        4. 3.4 The Evolution of Programmable Shading and APIs
        5. 3.5 The Vertex Shader
        6. 3.6 The Tessellation Stage
        7. 3.7 The Geometry Shader
        8. 3.8 The Pixel Shader
        9. 3.9 The Merging Stage
        10. 3.10 The Compute Shader
      4. 4 Transforms
        1. 4.1. Basic Transforms
        2. 4.2 Special Matrix Transforms and Operations
        3. 4.3 Quaternions
        4. 4.4 Vertex Blending
        5. 4.5 Morphing
        6. 4.6 Geometry Cache Playback
        7. 4.7 Projections
      5. 5 Shading Basics
        1. 5.1 Shading Models
        2. 5.2 Light Sources
        3. 5.3 Implementing Shading Models
        4. 5.4 Aliasing and Antialiasing
        5. 5.5 Transparency, Alpha, and Compositing
        6. 5.6 Display Encoding
      6. 6 Texturing
        1. 6.1 The Texturing Pipeline
        2. 6.2 Image Texturing
        3. 6.3 Procedural Texturing
        4. 6.4 Texture Animation
        5. 6.5 Material Mapping
        6. 6.6 Alpha Mapping
        7. 6.7 Bump Mapping
        8. 6.8 Parallax Mapping
        9. 6.9 Textured Lights
      7. 7 Shadows
        1. 7.1 Planar Shadows
        2. 7.2 Shadows on Curved Surfaces
        3. 7.3 Shadow Volumes
        4. 7.4 Shadow Maps
        5. 7.5 Percentage-Closer Filtering
        6. 7.6 Percentage-Closer Soft Shadows
        7. 7.7 Filtered Shadow Maps
        8. 7.8 Volumetric Shadow Techniques
        9. 7.9 Irregular Z-Buffer Shadows
        10. 7.10 Other Applications
      8. 8 Light and Color
        1. 8.1 Light Quantities
        2. 8.2 Scene to Screen
      9. 9 Physically Based Shading
        1. 9.1 Physics of Light
        2. 9.2 The Camera
        3. 9.3 The BRDF
        4. 9.4 Illumination
        5. 9.5 Fresnel Reflectance
        6. 9.6 Microgeometry
        7. 9.7 Microfacet Theory
        8. 9.8 BRDF Models for Surface Reflection
        9. 9.9 BRDF Models for Subsurface Scattering
        10. 9.10 BRDF Models for Cloth
        11. 9.11 Wave Optics BRDF Models
        12. 9.12 Layered Materials
        13. 9.13 Blending and Filtering Materials
      10. 10 Local Illumination
        1. 10.1 Area Light Sources
        2. 10.2 Environment Lighting
        3. 10.3 Spherical and Hemispherical Functions
        4. 10.4 Environment Mapping
        5. 10.5 Specular Image-Based Lighting
        6. 10.6 Irradiance Environment Mapping
        7. 10.7 Sources of Error
      11. 11 Global Illumination
        1. 11.1 The Rendering Equation
        2. 11.2 General Global Illumination
        3. 11.3 Ambient Occlusion
        4. 11.4 Directional Occlusion
        5. 11.5 Diffuse Global Illumination
        6. 11.6 Specular Global Illumination
        7. 11.7 Unified Approaches
      12. 12 Image-Space Effects
        1. 12.1 Image Processing
        2. 12.2 Reprojection Techniques
        3. 12.3 Lens Flare and Bloom
        4. 12.4 Depth of Field
        5. 12.5 Motion Blur
      13. 13 Beyond Polygons
        1. 13.1 The Rendering Spectrum
        2. 13.2 Fixed-View Effects
        3. 13.3 Skyboxes
        4. 13.4 Light Field Rendering
        5. 13.5 Sprites and Layers
        6. 13.6 Billboarding
        7. 13.7 Displacement Techniques
        8. 13.8 Particle Systems
        9. 13.9 Point Rendering
        10. 13.10 Voxels
        11. 14 Volumetric and Translucency Rendering
        12. 14.1 Light Scattering Theory
        13. 14.2 Specialized Volumetric Rendering
        14. 14.3 General Volumetric Rendering
        15. 14.4 Sky Rendering
        16. 14.5 Translucent Surfaces
        17. 14.6 Subsurface Scattering
        18. 14.7 Hair and Fur
        19. 14.8 Unified Approaches
      14. 15 Non-Photorealistic Rendering
        1. 15.1 Toon Shading
        2. 15.2 Outline Rendering
        3. 15.3 Stroke Surface Stylization
        4. 15.4 Lines
        5. 15.5 Text Rendering
      15. 16 Polygonal Techniques
        1. 16.1 Sources of Three-Dimensional Data
        2. 16.2 Tessellation and Triangulation
        3. 16.3 Consolidation
        4. 16.4 Triangle Fans, Strips, and Meshes
        5. 16.5 Simplification
        6. 16.6 Compression and Precision
      16. 17 Curves and Curved Surfaces
        1. 17.1 Parametric Curves
        2. 17.2 Parametric Curved Surfaces
        3. 17.3 Implicit Surfaces
        4. 17.4 Subdivision Curves
        5. 17.5 Subdivision Surfaces
        6. 17.6 Efficient Tessellation
      17. 18 Pipeline Optimization
        1. 18.1 Profiling and Debugging Tools
        2. 18.2 Locating the Bottleneck
        3. 18.3 Performance Measurements
        4. 18.4 Optimization
        5. 18.5 Multiprocessing
      18. 19 Acceleration Algorithms
        1. 19.1 Spatial Data Structures
        2. 19.2 Culling Techniques
        3. 19.3 Backface Culling
        4. 19.4 View Frustum Culling
        5. 19.5 Portal Culling
        6. 19.6 Detail and Small Triangle Culling
        7. 19.7 Occlusion Culling
        8. 19.8 Culling Systems
        9. 19.9 Level of Detail
        10. 19.10 Rendering Large Scenes
      19. 20 Efficient Shading
        1. 20.1 Deferred Shading
        2. 20.2 Decal Rendering
        3. 20.3 Tiled Shading
        4. 20.4 Clustered Shading
        5. 20.5 Deferred Texturing
        6. 20.6 Object- and Texture-Space Shading
      20. 21 Virtual and Augmented Reality
        1. 21.1 Equipment and Systems Overview
        2. 21.2 Physical Elements
        3. 21.3 APIs and Hardware
        4. 21.4 Rendering Techniques
      21. 22 Intersection Test Methods
        1. 22.1 GPU-Accelerated Picking
        2. 22.2 Definitions and Tools
        3. 22.3 Bounding Volume Creation
        4. 22.4 Geometric Probability
        5. 22.5 Rules of Thumb
        6. 22.6 Ray/Sphere Intersection
        7. 22.7 Ray/Box Intersection
        8. 22.8 Ray/Box Intersection
        9. 22.9 Ray/Polygon Intersection
        10. 22.10 Plane/Box Intersection
        11. 22.11 Triangle/Triangle Intersection
        12. 22.12 Triangle/Box Intersection
        13. 22.13 Bounding-Volume/Bounding-Volume Intersection
        14. 22.14 View Frustum Intersection
        15. 22.15 Line/Line Intersection
        16. 22.16 Intersection between Three Planes
      22. 23 Graphics Hardware
        1. 23.1 Rasterization
        2. 23.2 Massive Compute and Scheduling
        3. 23.3 Latency and Occupancy
        4. 23.4 Memory Architecture and Buses
        5. 23.5 Caching and Compression
        6. 23.6 Color Buffering
        7. 23.7 Depth Culling, Testing, and Buffering
        8. 23.8 Texturing
        9. 23.9 Architecture
        10. 23.10 Case Studies
        11. 23.11 Ray Tracing Architectures
      23. 24 The Future
        1. 24.1 Everything Else
        2. 24.2 You
    2. Bibliography
    3. Index
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