Real-Time Rendering, Fourth Edition, 4th Edition

Book description

Thoroughly updated, this fourth edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second.

Table of contents

  1. Cover
  2. Half Title
  3. Title
  4. Copyright
  5. Dedication
  6. Contents
  7. Preface
  8. 1 Introduction
    1. 1.1 Overview
    2. 1.2 Notation and Definitions
  9. 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
  10. 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
  11. 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
  12. 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
  13. 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
  14. 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
  15. 8 Light and Color
    1. 8.1 Light Quantities
    2. 8.2 Scene to Screen
  16. 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
  17. 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
  18. 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
  19. 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
  20. 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
  21. 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
  22. 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
  23. 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
  24. 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
  25. 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
  26. 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
  27. 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
  28. 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
  29. 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
  30. 24 The Future
    1. 24.1 Everything Else
    2. 24.2 You
  31. Bibliography
  32. Index

Product information

  • Title: Real-Time Rendering, Fourth Edition, 4th Edition
  • Author(s): Tomas Akenine-Möller, Eric Haines, Naty Hoffman
  • Release date: August 2018
  • Publisher(s): A K Peters/CRC Press
  • ISBN: 9781351816144