169,10 €
187,89 €
-10% with code: EXTRA
Real-time Rendering
Real-time Rendering
169,10
187,89 €
  • We will send in 10–14 business days.
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 other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an…
187.89
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Real-time Rendering (e-book) (used book) | bookbook.eu

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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 other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style. New to this edition: new chapter on VR and AR as well as expanded coverage of Visual Appearance, Advanced Shading, Global Illumination, and Curves and Curved Surfaces.

Key Features

Covers topics from essential mathematical foundations to advanced techniques used by today's cutting edge games

Case studies are grounded in specific real-time rendering technologies

Revised and revamped for its updated fourth edition, which focuses on modern techniques and used to generate three-dimensional images in a fraction of time old processes took

Covers practical rendering for games to math and details for better interactive applications.

EXTRA 10 % discount with code: EXTRA

169,10
187,89 €
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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 other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style. New to this edition: new chapter on VR and AR as well as expanded coverage of Visual Appearance, Advanced Shading, Global Illumination, and Curves and Curved Surfaces.

Key Features

Covers topics from essential mathematical foundations to advanced techniques used by today's cutting edge games

Case studies are grounded in specific real-time rendering technologies

Revised and revamped for its updated fourth edition, which focuses on modern techniques and used to generate three-dimensional images in a fraction of time old processes took

Covers practical rendering for games to math and details for better interactive applications.

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