Book description
This book presents an innovative approach to the perennial problem of resource optimization in real-time computer graphics. It proposes a flexible control system framework for real-time rendering using data-driven model and model-less estimation techniques with various controller options. It is shown in this book that the output of such a technology is better accuracy in terms of frame rate control when compared to other techniques in existing research. The book introduces the reader to the concepts of how control systems can be adopted in the context of real-time computer graphics through relatively easy to understand content.
Table of contents
- Cover
- Half Title
- Title Page
- Copyright Page
- Dedication Page
- Table of Contents
- List of Figures
- List of Tables
- List of Abbreviations
- Preface
- Acknowledgements
- Summary
- Authors
- Chapter 1 Introduction
- Chapter 2 Preliminaries
- Chapter 3 Linear Model Analysis of Real-Time Rendering
- Chapter 4 Modelling Non-Linear Rendering Processes
- Chapter 5 Model-Based Control
- Chapter 6 Model-Less Control
- Chapter 7 Applications, Challenges, and Possibilities
- Chapter 8 Conclusion
- Annex A: Sample Applications
- Annex B: Patent for Application Method and System for Adaptive Control of Real-Time Computer Graphics Rendering
- Annex C: Neural PID Control System Code
- References
- Publications and Achievements
- Index
Product information
- Title: Real-Time Rendering
- Author(s):
- Release date: December 2017
- Publisher(s): CRC Press
- ISBN: 9781351831741
You might also like
book
Real-Time 3D Rendering with DirectX® and HLSL: A Practical Guide to Graphics Programming
Get Started Quickly with DirectX 3D Programming: No 3D Experience Needed This step-by-step text demystifies modern …
book
3D Graphics Rendering Cookbook
Build a 3D rendering engine from scratch while solving problems in a step-by-step way with the …
book
Practical Shader Development: Vertex and Fragment Shaders for Game Developers
It’s time to stop thinking that shaders are magical. You can use shaders to turn data …
book
Introduction to Video Game Engine Development: Learn to Design, Implement, and Use a Cross-Platform 2D Game Engine
Start your video game development journey by learning how to build a 2D game engine from …