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Real-Time Graphics Rendering Engine [Hardcover]

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  • Category: Books (Computers)
  • Author:  Bao, Hujun, Hua, Wei
  • Author:  Bao, Hujun, Hua, Wei
  • ISBN-10:  3642183417
  • ISBN-10:  3642183417
  • ISBN-13:  9783642183416
  • ISBN-13:  9783642183416
  • Publisher:  Springer
  • Publisher:  Springer
  • Pages:  300
  • Pages:  300
  • Binding:  Hardcover
  • Binding:  Hardcover
  • Pub Date:  01-Jun-2011
  • Pub Date:  01-Jun-2011
  • SKU:  3642183417-11-MING
  • SKU:  3642183417-11-MING
  • Item ID: 100106719
  • List Price: $169.00
  • Seller: ShopSpell
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  • Delivery by: Jul 01 to Jul 03
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Real-Time Graphics Rendering Engine reveals the software architecture of the modern real-time 3D graphics rendering engine and the relevant technologies based on the authors experience developing this high-performance, real-time system. The relevant knowledge about real-time graphics rendering such as the rendering pipeline, the visual appearance and shading and lighting models are also introduced. This book is intended to offer well-founded guidance for researchers and developers who are interested in building their own rendering engines.

Hujun Bao is a professor at the State Key Lab of Computer Aided Design and Computer Graphics, Zhejiang University, China. Dr. Wei Hua is an associate professor at the same institute.

This book reveals the software architecture of the modern real-time 3D graphics rendering engine and the relevant technologies. The book is based on the authors experience developing this high-performance, real-time system.

Introduction.- Basic of Real-Time Rendering.- Architecture of Real-Time Rendering Engine.- Visibility Culling.- Simplification and Level of Details.- Shading and Texture Mapping.- Shadow Generation.- Optimal Representation and Rendering Techniques for Large-scale Objects.- Case Study.

Prof. Hujun Bao is the director of State Key Lab of Computer Aided Design and Computer Graphics at Zhejiang University, China. His research interests include geometry computing for surfaces and signals on 2-manifold meshes, interactive graphics for display large scale of virtual scenes. In the early 1990s, he worked on computer graphics, developing algorithms for synthesizing realistic images, such as shading models for extended light sources, radiosity algorithms for generalized environments and fast ray tracing algorithms. In the late 1990s, he?researched?geometry computing on 2-manifold meshes and a rendering technique for large scale?virtual scenes, devising alƒ<

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