
On the Edge of Time
Here there be dragons. On the edge of time, in the wicked twists of wyrmhole space, wyrmdragons pre
Uncategorized T. Akenine-Möller, E. Haines, N. Hoffman, A. Pesce, M. Iwanicki, S. Hillaire 55 19th Aug, 2018
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.