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Ebook: Real-Time Rendering

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06.02.2024
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Cover -- Half title -- Title -- Copyright -- Dedication -- Contents -- Preface -- Chapter 1 Introduction -- 1.1 Contents Overview -- 1.2 Notation and De nitions -- Chapter 2 The Graphics Rendering Pipeline -- 2.1 Architecture -- 2.2 The Application Stage -- 2.3 Geometry Processing -- 2.4 Rasterization -- 2.5 Pixel Processing -- 2.6 Through the Pipeline -- Chapter 3 The Graphics Processing Unit -- 3.1 Data-Parallel Architectures -- 3.2 GPU Pipeline Overview -- 3.3 The Programmable Shader Stage -- 3.4 The Evolution of Programmable Shading and APIs -- 3.5 The Vertex Shader -- 3.6 The Tessellation Stage -- 3.7 The Geometry Shader -- 3.8 The Pixel Shader -- 3.9 The Merging Stage -- 3.10 The Compute Shader -- Chapter 4 Transforms -- 4.1 Basic Transforms -- 4.2 Special Matrix Transforms and Operations -- 4.3 Quaternions -- 4.4 Vertex Blending -- 4.5 Morphing -- 4.6 Geometry Cache Playback -- 4.7 Projections -- Chapter 5 Shading Basics -- 5.1 Shading Models -- 5.2 Light Sources -- 5.3 Implementing Shading Models -- 5.4 Aliasing and Antialiasing -- 5.5 Transparency, Alpha, and Compositing -- 5.6 Display Encoding -- Chapter 6 Texturing -- 6.1 The Texturing Pipeline -- 6.2 Image Texturing -- 6.3 Procedural Texturing -- 6.4 Texture Animation -- 6.5 Material Mapping -- 6.6 Alpha Mapping -- 6.7 Bump Mapping -- 6.8 Parallax Mapping -- 6.9 Textured Lights -- Chapter 7 Shadows -- 7.1 Planar Shadows -- 7.2 Shadows on Curved Surfaces -- 7.3 Shadow Volumes -- 7.4 Shadow Maps -- 7.5 Percentage-Closer Filtering -- 7.6 Percentage-Closer Soft Shadows -- 7.7 Filtered Shadow Maps -- 7.8 Volumetric Shadow Techniques -- 7.9 Irregular Z-Bu er Shadows -- 7.10 Other Applications -- Chapter 8 Light and Color -- 8.1 Light Quantities -- 8.2 Scene to Screen -- Chapter 9 Physically Based Shading -- 9.1 Physics of Light -- 9.2 The Camera -- 9.3 The BRDF -- 9.4 Illumination.
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