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Real-Time Rendering ハードカバー – 2008/7/25
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 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. The authors have made the figures used in the book available for download for fair use.:Download Figures.
Reviews
Rendering has been a required reference for professional graphics practitioners for nearly a decade. This latest edition is as relevant as ever, covering topics from essential mathematical foundations to advanced techniques used by today’s cutting edge games.
-- Gabe Newell, President, Valve, May 2008
Rendering ... has been completely revised and revamped for its updated third edition, which focuses on modern techniques used to generate three-dimensional images in a fraction of the time old processes took. From practical rendering for games to math and details for better interactive applications, it's not to be missed.
-- The Bookwatch, November 2008
You'll get brilliantly lucid explanations of concepts like vertex morphing and variance shadow mapping―as well as a new respect for the incredible craftsmanship that goes into today's PC games.
-- Logan Decker, PC Gamer Magazine , February 2009
- 本の長さ1045ページ
- 言語英語
- 出版社A K Peters/CRC Press
- 発売日2008/7/25
- 寸法15.88 x 4.45 x 22.86 cm
- ISBN-101568814240
- ISBN-13978-1568814247
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商品の説明
レビュー
Rendering has been a required reference for professional graphics practitioners for nearly a decade. This latest edition is as relevant as ever, covering topics from essential mathematical foundations to advanced techniques used by today’s cutting edge games.
-- Gabe Newell, President, Valve, May 2008
Rendering ... has been completely revised and revamped for its updated third edition, which focuses on modern techniques used to generate three-dimensional images in a fraction of the time old processes took. From practical rendering for games to math and details for better interactive applications, it's not to be missed.
-- The Bookwatch, November 2008
You'll get brilliantly lucid explanations of concepts like vertex morphing and variance shadow mapping―as well as a new respect for the incredible craftsmanship that goes into today's PC games.
-- Logan Decker, PC Gamer Magazine , February 2009
著者について
登録情報
- 出版社 : A K Peters/CRC Press; 第3版 (2008/7/25)
- 発売日 : 2008/7/25
- 言語 : 英語
- ハードカバー : 1045ページ
- ISBN-10 : 1568814240
- ISBN-13 : 978-1568814247
- 寸法 : 15.88 x 4.45 x 22.86 cm
- Amazon 売れ筋ランキング: - 617,953位洋書 (洋書の売れ筋ランキングを見る)
- - 80位Rendering & Ray Tracing
- - 249位3D Graphic Design
- - 871位Game Programming (洋書)
- カスタマーレビュー:
著者について

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Die Sachverhalte sind wirklich gut und anschaulich beschrieben und es werden so gut wie alle grundlegenden Themen abgedeckt.
Mir hat es bisher gut als ergänzendes Vorlesungsmaterial sowie einfach als Nachschlagewerk gedient.
Auch interessant zum Auffrischen der Thematiken sind die Anhänge "Some Linear Algebra" und "Trigonometry".
Ich habe das Buch tatsächlich in einem Zustand erhalten, den man als "wie neu" bezeichnen kann. Bis auf ein paar sehr leichte Abnutzungserscheinungen auf dem Hardcover gibt es nichts auszusetzen.


Tratta tutti gli argomenti relativi al rendering in real time ma anche gli argomenti più avanzati e pertinenti al rendering offline come gli algoritmi di illuminazione globale in modo molto efficace e completo.
In particolare segnalo l'ottima trattazione relativa all'interazione tra luce e materiali che è alla base del physically based rendering moderno e a ragione viene spesso citata come fonte anche in altri testi sulla computer grafica 3D e l'ottima parte finale dove viene spiegata l'architettura delle GPU moderne con pixels e vertex shaders progammabili.
Si tratta comunque di un testo che illustra le tecniche e la teoria che c'è dietro il rendering in tempo reale, NON è in alcun modo un testo di programmazione, quella viene dopo per chi vuole effettivamente implementare queste tecniche e necessita di altri manuali specifici.
Come difetto segnalo che alle volte il libro si limita a fare carrellate troppo veloci delle idee e soluzioni proposte da altri autori in letteratura senza effettivamente spiegarle bene e andare nei dettagli.
Inoltre il libro ormai non è più aggiornatissimo, quest'ultima edizione è stata scritta nell'era DX9/10. Non erano ancora uscite le nuove consoles tipo PS4. Ci vorrebbe una nuova edizione su cui magari stanno lavorando.
PS: Per una lettura ''gradevole'' ( ovvero per capirci qualcosa), occorrono conoscenze matematiche da laurea triennale di facoltà scientifica (tipo ingegneria, informatica, fisica,etc).

