Author Topic: Real-Time Rendering 4th Edition available in August 2018  (Read 1320 times)



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JeGX

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Real-Time Rendering 4th Edition available in August 2018
« on: March 22, 2018, 11:40:44 AM »
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As announced today at the Games Developers Conference by CRC Press / Taylor & Francis Group (booth 2104, South Hall – I’m told there’s a discount code to be had), we’re indeed finally putting out a new edition of Real-Time Rendering. It should be out by SIGGRAPH if all goes well. Tomas, Naty, and I have been working on this edition since August 2016. We realized that, given the amount that’s changed in area lighting, global illumination, and volume rendering, that we could use help, so asked Angelo Pesce, Michał Iwanicki, and Sébastien Hillaire to join us, which they all kindly and eagerly did. Their contributions both considerably improved the book and got it done.

List of chapters:

1 Introduction
2 The Graphics Rendering Pipeline
3 The Graphics Processing Unit
4 Transforms
5 Shading Basics
6 Texturing
7 Shadows
8 Light and Color
9 Physically-Based Shading
10 Local Illumination
11 Global Illumination
12 Image-Space Effects
13 Beyond Polygons
14 Volumetric and Translucency Rendering
15 Non-Photorealistic Rendering
16 Polygonal Techniques
17 Curves and Curved Surfaces
18 Pipeline Optimization
19 Acceleration Algorithms
20 Efficient Shading
21 Virtual and Augmented Reality
22 Intersection Test Methods
23 Graphics Hardware
24 The Future

Link:
- http://www.realtimerendering.com/blog/real-time-rendering-4th-edition-available-in-august-2018/