Real-Time Rendering, 4/e (Hardcover)
暫譯: 即時渲染(第4版)(精裝本)
Tomas Akenine-Möller, Eric Haines, Naty Hoffman
- 出版商: A K Peters
- 出版日期: 2018-08-06
- 售價: $3,980
- 貴賓價: 9.5 折 $3,781
- 語言: 英文
- 頁數: 1198
- 裝訂: Hardcover
- ISBN: 1138627003
- ISBN-13: 9781138627000
-
相關分類:
遊戲設計 Game-design、遊戲引擎 Game-engine、遊戲開發設計、Computer Graphics
立即出貨 (庫存 < 3)
買這商品的人也買了...
-
Write Great Code: Understanding the Machine (Paperback)$1,470$1,397 -
Low Power Design Essentials (Hardcover)$7,590$7,211 -
Production Volume Rendering: Design and Implementation (Hardcover)$2,980$2,831 -
Fundamentals of Computer Graphics, 4/e (Hardcover)$1,600$1,568 -
$2,160Physically Based Rendering : From Theory to Implementation, 3/e (Hardcover) -
Game Engine Architecture, 3/e (Hardcover)$4,200$3,990 -
GPU Pro 360 Guide to Rendering$2,200$2,090 -
GPU Pro 360 Guide to Image Space$1,925$1,829 -
GPU Pro 360 Guide to Lighting$2,200$2,090 -
GPU Pro 360 Guide to Mobile Devices$2,200$2,090 -
CODE COMPLETE:軟體開發實務指南, 2/e (中文版) (Code Complete: A Practical Handbook of Software Construction, 2/e)$1,280$998 -
Ray Tracing Gems: High-Quality and Real-Time Rendering with Dxr and Other APIs$2,380$2,261 -
$534Vulkan 應用開發指南 (Vulkan Programming Guide: The Official Guide to Learning Vulkan) -
遊戲引擎架構, 2/e (Game Engine Architecture, 2/e)$1,314$1,248 -
Learn CUDA Programming$1,500$1,425 -
$534超大流量分佈式系統架構解決方案:人人都是架構師2.0 -
通訊系統 -- 類比與數位, 2/e (Haykin: Introduction to Analog and Digital Communications, 2/e)$740$725 -
$359Android Studio 程序設計教程 -
Go 微服務實戰$534$507 -
$1,080Blender 2D Animation: The Complete Guide to the Grease Pencil -
Quaternions for Computer Graphics (Hardcover)$3,290$3,126 -
新印象 Unity 2020 遊戲開發基礎與實戰$779$740 -
Python 遊戲開發講座入門篇|基礎知識與 RPG 遊戲$750$593 -
銷售 AI 化!看資料科學家如何思考, 用 Python 打造能賺錢的機器學習模型$620$527 -
Physically Based Rendering : From Theory to Implementation, 4/e (Hardcover)$4,200$4,116
相關主題
商品描述
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.
商品描述(中文翻譯)
這一版經過全面更新,第四版專注於現代技術,這些技術能在瞬間生成合成的三維影像。隨著可程式化著色器的出現,過去幾年出現並演變了各種新算法。本版討論了當前在遊戲和其他應用中使用的實用渲染方法。它還提供了互動計算機圖形領域的堅實理論框架和相關數學,所有內容都以易於理解的風格呈現。本版新增:關於虛擬實境(VR)和擴增實境(AR)的新章節,以及擴展了對視覺外觀、高級著色、全局照明以及曲線和曲面等主題的涵蓋。
