ABSTRACT

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.

chapter Chapter 1|9 pages

Introduction

chapter Chapter 2|17 pages

The Graphics Rendering Pipeline

chapter Chapter 3|27 pages

The Graphics Processing Unit

chapter Chapter 4|46 pages

Transforms

chapter Chapter 5|64 pages

Shading Basics

chapter Chapter 6|56 pages

Texturing

chapter Chapter 7|43 pages

Shadows

chapter Chapter 8|25 pages

Light and Color

chapter Chapter 9|81 pages

Physically Based Shading

chapter Chapter 10|61 pages

Local Illumination

chapter Chapter 11|76 pages

Global Illumination

chapter Chapter 12|31 pages

Image-Space Effects

chapter Chapter 13|43 pages

Beyond Polygons

chapter Chapter 14|61 pages

Volumetric and Translucency Rendering

chapter Chapter 15|29 pages

Non-Photorealistic Rendering

chapter Chapter 16|36 pages

Polygonal Techniques

chapter Chapter 17|65 pages

Curves and Curved Surfaces

chapter Chapter 18|33 pages

Pipeline Optimization

chapter Chapter 19|63 pages

Acceleration Algorithms

chapter Chapter 20|34 pages

Efficient Shading

chapter Chapter 21|26 pages

Virtual and Augmented Reality

chapter Chapter 22|51 pages

Intersection Test Methods

chapter Chapter 23|48 pages

Graphics Hardware

chapter Chapter 24|9 pages

The Future