Author: Saty Raghavachary
Publisher: Elsevier
ISBN: 0080923593
Category : Computers
Languages : en
Pages : 1201
Book Description
Rendering ebook Collection contains 4 of our best-selling titles, providing the ultimate reference for every computer graphics and gaming professional’s library. Get access to over 2500 pages of reference material, at a fraction of the price of the hard-copy books. This CD contains the complete ebooks of the following 4 titles: Raghavachary, Rendering for Beginners: Image synthesis using RenderMan, 9780240519357 Pharr and Humphreys, Physically Based Rendering, 9780125531801 Luebke, Level of Detail for 3D Graphics, 9781558608382 Strothotte, Non-photorealistic Computer Graphics, 9781558607873 *Four fully searchable titles on one CD providing instant access to the ULTIMATE library of engineering materials for graphics professionals *2500 pages of practical and theoretical animation information in one portable package. *Incredible value at a fraction of the cost of the print books
Rendering ebook Collection
Author: Saty Raghavachary
Publisher: Elsevier
ISBN: 0080923593
Category : Computers
Languages : en
Pages : 1201
Book Description
Rendering ebook Collection contains 4 of our best-selling titles, providing the ultimate reference for every computer graphics and gaming professional’s library. Get access to over 2500 pages of reference material, at a fraction of the price of the hard-copy books. This CD contains the complete ebooks of the following 4 titles: Raghavachary, Rendering for Beginners: Image synthesis using RenderMan, 9780240519357 Pharr and Humphreys, Physically Based Rendering, 9780125531801 Luebke, Level of Detail for 3D Graphics, 9781558608382 Strothotte, Non-photorealistic Computer Graphics, 9781558607873 *Four fully searchable titles on one CD providing instant access to the ULTIMATE library of engineering materials for graphics professionals *2500 pages of practical and theoretical animation information in one portable package. *Incredible value at a fraction of the cost of the print books
Publisher: Elsevier
ISBN: 0080923593
Category : Computers
Languages : en
Pages : 1201
Book Description
Rendering ebook Collection contains 4 of our best-selling titles, providing the ultimate reference for every computer graphics and gaming professional’s library. Get access to over 2500 pages of reference material, at a fraction of the price of the hard-copy books. This CD contains the complete ebooks of the following 4 titles: Raghavachary, Rendering for Beginners: Image synthesis using RenderMan, 9780240519357 Pharr and Humphreys, Physically Based Rendering, 9780125531801 Luebke, Level of Detail for 3D Graphics, 9781558608382 Strothotte, Non-photorealistic Computer Graphics, 9781558607873 *Four fully searchable titles on one CD providing instant access to the ULTIMATE library of engineering materials for graphics professionals *2500 pages of practical and theoretical animation information in one portable package. *Incredible value at a fraction of the cost of the print books
Real-Time Rendering
Author: Tomas Akenine-Möller
Publisher: CRC Press
ISBN: 1315362007
Category : Computers
Languages : en
Pages : 1046
Book Description
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
Publisher: CRC Press
ISBN: 1315362007
Category : Computers
Languages : en
Pages : 1046
Book Description
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
Real-Time Rendering, Fourth Edition
Author: Tomas Akenine-Möller
Publisher: CRC Press
ISBN: 1351816152
Category : Computers
Languages : en
Pages : 1199
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 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.
Publisher: CRC Press
ISBN: 1351816152
Category : Computers
Languages : en
Pages : 1199
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 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.
Physically Based Rendering
Author: Matt Pharr
Publisher: Morgan Kaufmann
ISBN: 0123750792
Category : Computers
Languages : en
Pages : 1201
Book Description
This updated edition describes both the mathematical theory behind a modern photorealistic rendering system as well as its practical implementation. Through the ideas and software in this book, designers will learn to design and employ a full-featured rendering system for creating stunning imagery. Includes a companion site complete with source code for the rendering system described in the book, with support for Windows, OS X, and Linux.
Publisher: Morgan Kaufmann
ISBN: 0123750792
Category : Computers
Languages : en
Pages : 1201
Book Description
This updated edition describes both the mathematical theory behind a modern photorealistic rendering system as well as its practical implementation. Through the ideas and software in this book, designers will learn to design and employ a full-featured rendering system for creating stunning imagery. Includes a companion site complete with source code for the rendering system described in the book, with support for Windows, OS X, and Linux.
Render
Author: K. A. Riley
Publisher:
ISBN: 9781696785747
Category :
Languages : en
Pages : 296
Book Description
Spoiler-free description: With the truth finally revealed, Kress and Render lead the Seventeens on a dangerous journey. But nothing is ever quite as it seems, and danger lurks behind every corner...
Publisher:
ISBN: 9781696785747
Category :
Languages : en
Pages : 296
Book Description
Spoiler-free description: With the truth finally revealed, Kress and Render lead the Seventeens on a dangerous journey. But nothing is ever quite as it seems, and danger lurks behind every corner...
GPU Zen 2
Author: Wolfgang Engel
Publisher:
ISBN: 9781797583143
Category :
Languages : en
Pages : 304
Book Description
Exploring recent developments in the rapidly evolving field of game real-time rendering, GPU Zen assembles a high-quality collection of cutting-edge contributions for programming the GPU. Rendering (Patrick Cozzi)1. Adaptive GPU Tessellation with Compute Shaders by Jad Khoury, Jonathan Dupuy, and Christophe Riccio2. Applying Vectorized Visibility on All frequency Direct Illumination by Ho Chun Leung, Tze Yui Ho, Zhenni Wang, Chi Sing Leung, Eric Wing Ming Wong3. Non-periodic Tiling of Noise-based Procedural Textures by Aleksandr Kirillov4. Rendering Surgery Simulation with Vulkan by Nicholas Milef, Di Qi, and Suvranu De5. Skinned Decals by Hawar DoghramachiEnvironmental Effects (Wolfgang Engel)1. Real-Time Fluid Simulation in Shadow of the Tomb Raider by Peter Sikachev, Martin Palko and Alexandre Chekroun2. Real-time Snow Deformation in Horizon Zero Dawn: The Frozen Wilds by Kevin ÖrtegrenShadows (Maurizio Vives)1. Soft Shadow Approximation for Dappled Light Sources by Mariano Merchante2. Parallax-Corrected Cached Shadow Maps by Pavlo Turchyn3D Engine Design (Wessam Bahnassi)1. Real-Time Layered Materials Compositing Using Spatial Clustering Encoding by Sergey Makeev2. Procedural Stochastic Textures by Tiling and Blending by Thomas Deliot and Eric Heitz3. A Ray Casting Technique for Baked Texture Generation by Alain Galvan and Jeff Russell4. Writing an efficient Vulkan renderer by Arseny Kapoulkine5. glTF - Runtime 3D Asset Delivery by Marco HutterRay Tracing (Anton Kaplanyan)1. Real-Time Ray-Traced One-Bounce Caustics by Holger Gruen2. Adaptive Anti-Aliasing using Conservative Rasterization and GPU Ray Tracing by Rahul Sathe, Holger Gruen, Adam Marrs, Josef Spjut, Morgan McGuire, Yury Uralsky
Publisher:
ISBN: 9781797583143
Category :
Languages : en
Pages : 304
Book Description
Exploring recent developments in the rapidly evolving field of game real-time rendering, GPU Zen assembles a high-quality collection of cutting-edge contributions for programming the GPU. Rendering (Patrick Cozzi)1. Adaptive GPU Tessellation with Compute Shaders by Jad Khoury, Jonathan Dupuy, and Christophe Riccio2. Applying Vectorized Visibility on All frequency Direct Illumination by Ho Chun Leung, Tze Yui Ho, Zhenni Wang, Chi Sing Leung, Eric Wing Ming Wong3. Non-periodic Tiling of Noise-based Procedural Textures by Aleksandr Kirillov4. Rendering Surgery Simulation with Vulkan by Nicholas Milef, Di Qi, and Suvranu De5. Skinned Decals by Hawar DoghramachiEnvironmental Effects (Wolfgang Engel)1. Real-Time Fluid Simulation in Shadow of the Tomb Raider by Peter Sikachev, Martin Palko and Alexandre Chekroun2. Real-time Snow Deformation in Horizon Zero Dawn: The Frozen Wilds by Kevin ÖrtegrenShadows (Maurizio Vives)1. Soft Shadow Approximation for Dappled Light Sources by Mariano Merchante2. Parallax-Corrected Cached Shadow Maps by Pavlo Turchyn3D Engine Design (Wessam Bahnassi)1. Real-Time Layered Materials Compositing Using Spatial Clustering Encoding by Sergey Makeev2. Procedural Stochastic Textures by Tiling and Blending by Thomas Deliot and Eric Heitz3. A Ray Casting Technique for Baked Texture Generation by Alain Galvan and Jeff Russell4. Writing an efficient Vulkan renderer by Arseny Kapoulkine5. glTF - Runtime 3D Asset Delivery by Marco HutterRay Tracing (Anton Kaplanyan)1. Real-Time Ray-Traced One-Bounce Caustics by Holger Gruen2. Adaptive Anti-Aliasing using Conservative Rasterization and GPU Ray Tracing by Rahul Sathe, Holger Gruen, Adam Marrs, Josef Spjut, Morgan McGuire, Yury Uralsky
Autodesk Maya 3D Essentials (2 in 1 eBooks)
Author: AMC College
Publisher: Advanced Micro Systems Sdn Bhd
ISBN:
Category : Computers
Languages : en
Pages : 105
Book Description
This eBook consists of 2 titles: 3D Modeling & Animation (Autodesk Maya 3D) Level 1 3D Modeling & Animation (Autodesk Maya 3D) Level 2
Publisher: Advanced Micro Systems Sdn Bhd
ISBN:
Category : Computers
Languages : en
Pages : 105
Book Description
This eBook consists of 2 titles: 3D Modeling & Animation (Autodesk Maya 3D) Level 1 3D Modeling & Animation (Autodesk Maya 3D) Level 2
Creating Online Tutorials with Byte-Syze Learning
Author:
Publisher: Meylah
ISBN:
Category :
Languages : en
Pages : 61
Book Description
Publisher: Meylah
ISBN:
Category :
Languages : en
Pages : 61
Book Description
World without history? Digital information is volatile: with it our culture can disappear but its preservation can save us
Author: Stefano Cariolato
Publisher: Youcanprint
ISBN: 8831627074
Category : Computers
Languages : en
Pages : 439
Book Description
In the mid-twentieth century the digital revolution began with the introduction of the first electronic computers, which were first introduced into companies and in the state bodies then they spread strongly in the private houses as personal computers; later all these computers were connected to each other by a global telecommunication network called Internet, which had a massive development at the end of the century becoming the backbone of the worldwide information circulation. At the beginning of the 21st century the digital revolution was completed and the information of any kind (texts, images, video clips and TV broadcasts, music and songs, WEB pages) started to be recorded and disseminated in digital form rather than with a traditional media (paper, film, magnetic tape), with a displacement that engaged all human activities of any type, both collective and individual. While the development of digital technology continue at an accelerated pace the problem of information retention begin to arise, what was previously mainly entrusted to printing on paper and now is in abandonment phase: printed records are increasingly transformed into digital format and the new information is generated directly in electronic form. But while a book or a letter could be read directly even centuries after their writing, digital information has a short life because of the same technological development, that makes quickly obsolete any recording by irreversibly mutating both its hardware and reading software; other recordings arethen volatile by their very nature, such as e-mails or WEB pages, even if they could host information that could be of value in the future. Moreover digital recordings are carried out in a great variety of different formats, sometimes incompatible with each other or subject themselves to obsolescence, thus unnecessarily complicating the task of preserving their content. Most part of human culture, gradually poured into electronic form, is now jeopardized, and we risk of delivering to posterity a world without history: this book describes the current situation and what is sought to do to remedy the danger.
Publisher: Youcanprint
ISBN: 8831627074
Category : Computers
Languages : en
Pages : 439
Book Description
In the mid-twentieth century the digital revolution began with the introduction of the first electronic computers, which were first introduced into companies and in the state bodies then they spread strongly in the private houses as personal computers; later all these computers were connected to each other by a global telecommunication network called Internet, which had a massive development at the end of the century becoming the backbone of the worldwide information circulation. At the beginning of the 21st century the digital revolution was completed and the information of any kind (texts, images, video clips and TV broadcasts, music and songs, WEB pages) started to be recorded and disseminated in digital form rather than with a traditional media (paper, film, magnetic tape), with a displacement that engaged all human activities of any type, both collective and individual. While the development of digital technology continue at an accelerated pace the problem of information retention begin to arise, what was previously mainly entrusted to printing on paper and now is in abandonment phase: printed records are increasingly transformed into digital format and the new information is generated directly in electronic form. But while a book or a letter could be read directly even centuries after their writing, digital information has a short life because of the same technological development, that makes quickly obsolete any recording by irreversibly mutating both its hardware and reading software; other recordings arethen volatile by their very nature, such as e-mails or WEB pages, even if they could host information that could be of value in the future. Moreover digital recordings are carried out in a great variety of different formats, sometimes incompatible with each other or subject themselves to obsolescence, thus unnecessarily complicating the task of preserving their content. Most part of human culture, gradually poured into electronic form, is now jeopardized, and we risk of delivering to posterity a world without history: this book describes the current situation and what is sought to do to remedy the danger.
Ruthless Render Volume 1
Author: dd markk
Publisher: Dark Horse Comics
ISBN: 1506745474
Category : Comics & Graphic Novels
Languages : en
Pages : 196
Book Description
The incredibly popular Webtoon series by dd markk in print for the first time! There is power in words. Unimaginable power. The power of life and death. So be careful what you say lest you speak nightmares into existence. Castiel, a high schooler with a side gig as a loan shark, yearns for the simple life his mom had envisioned for him. But when Castiel is killed and then resurrected by a mysterious force, his world is turned upside down. Captured by a group called the Revokers, his life is spared but with one catch…he must help slay the devil. Balancing teenage crushes, battles with the devil, and encounters with immortal Fear Renders who have been spoken into existence, Castiel must navigate a perilous path to save himself, his friends, and the world. Explore a tale of language's might, self-discovery, and the chaos of teenage romance in this gripping narrative.
Publisher: Dark Horse Comics
ISBN: 1506745474
Category : Comics & Graphic Novels
Languages : en
Pages : 196
Book Description
The incredibly popular Webtoon series by dd markk in print for the first time! There is power in words. Unimaginable power. The power of life and death. So be careful what you say lest you speak nightmares into existence. Castiel, a high schooler with a side gig as a loan shark, yearns for the simple life his mom had envisioned for him. But when Castiel is killed and then resurrected by a mysterious force, his world is turned upside down. Captured by a group called the Revokers, his life is spared but with one catch…he must help slay the devil. Balancing teenage crushes, battles with the devil, and encounters with immortal Fear Renders who have been spoken into existence, Castiel must navigate a perilous path to save himself, his friends, and the world. Explore a tale of language's might, self-discovery, and the chaos of teenage romance in this gripping narrative.