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Started by JeGX, March 22, 2018, 11:40:44 AM
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QuoteAs 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 Introduction2 The Graphics Rendering Pipeline3 The Graphics Processing Unit4 Transforms5 Shading Basics6 Texturing7 Shadows8 Light and Color9 Physically-Based Shading10 Local Illumination11 Global Illumination12 Image-Space Effects13 Beyond Polygons14 Volumetric and Translucency Rendering15 Non-Photorealistic Rendering16 Polygonal Techniques17 Curves and Curved Surfaces18 Pipeline Optimization19 Acceleration Algorithms20 Efficient Shading21 Virtual and Augmented Reality22 Intersection Test Methods23 Graphics Hardware24 The Future