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E-raamat: Real-Time Shadows

(Delft University of Technology, Netherlands), (Technical University Wein, Vienna, Austria), (Esri R&D Center Zurich AG, Switzerland),
  • Formaat: 398 pages
  • Ilmumisaeg: 19-Apr-2016
  • Kirjastus: A K Peters
  • Keel: eng
  • ISBN-13: 9781439867693
  • Formaat - PDF+DRM
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  • Formaat: 398 pages
  • Ilmumisaeg: 19-Apr-2016
  • Kirjastus: A K Peters
  • Keel: eng
  • ISBN-13: 9781439867693

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Important elements of games, movies, and other computer-generated content, shadows are crucial for enhancing realism and providing important visual cues. In recent years, there have been notable improvements in visual quality and speed, making high-quality realistic real-time shadows a reachable goal.

Real-Time Shadows is a comprehensive guide to the theory and practice of real-time shadow techniques. It covers a large variety of different effects, including hard, soft, volumetric, and semi-transparent shadows.

The book explains the basics as well as many advanced aspects related to the domain of shadow computation. It presents interactive solutions and practical details on shadow computation. The authors compare various algorithms for creating real-time shadows and illustrate how they are used in different situations. They explore the limitations and failure cases, advantages and disadvantages, and suitability of the algorithms in several applications. Source code, videos, tutorials, and more are available on the books website www.realtimeshadows.com.

Arvustused

features insights by four world-renowned experts on the topic. Advanced, college-level collections in computer graphics will find this offers game programmers a fine survey of shadowing methods that use different combinations of scenes, shapes, lighting and more for their effects. All of the approaches under one cover make this volume a top recommendation for game programmers and advanced computer graphics collections alike. Midwest Book Review, December 2011

Shadows are one of the most visually important effects in computer graphics. Far from being a solved problem, generating efficient and robust shadows is one of the most active research topics in real-time rendering. Fortunately, four of the worlds foremost experts in real-time shadows have come together to write this excellent book, covering everything from the basics of simple shadow mapping to the state-of-the-art research in GPU-enabled soft and hard shadow techniques. If you work in games or real-time graphics, you owe it to yourself to get this book. David Luebke, NVIDIA Research

Real-Time Shadows is a wonderful book about a very important topic in computer graphics, and I hope it will cast a long and soft-edged shadow on the real-time graphics industry. This way, future games can look even better, and I am certain that this book will also serve as inspiration for more advanced research. Tomas Akenine-Möller, Lund University and Intel Corporation

There is a multitude of shadowing methods distributed across a wide variety of books and papers, each capitalizing on different combinations of various scene configurations, shape representations, lighting effects, aliasing situations, and computational resources. This book does a great job of collecting all of these together into a single volume of concise algorithm descriptions to make it easier to find the right shadowing method and then implement it. John C. Hart, University of Illinois at Urbana-Champaign, and former editor-in-chief of ACM Transactions on Graphics

At first glance, shadows seem to be a solved problem, but with limited time budget in real-time games theyre not. There is a zoo of shadow rendering techniques in games, and finally here is a book that covers them all. The authors are among the most knowledgeable people I know on all kind of occlusion problems and guide us through the various quality and performance tradeoffs. Martin Mittring, Epic Games

Preface xi
1 Introduction
1(20)
1.1 Definition
3(9)
1.2 Importance of Shadows
12(3)
1.3 Difficulty of Computing Shadows
15(4)
1.4 Overview
19(1)
1.5 General Information for the Reader
20(1)
2 Basic Shadow Techniques
21(54)
2.1 Projection Shadows
22(9)
2.2 Shadow Mapping
31(13)
2.3 Shadow Volumes
44(4)
2.4 Stencil Shadow Volumes
48(24)
2.5 Transparency
72(1)
2.6 Summary
73(2)
3 Shadow-Map Aliasing
75(14)
3.1 Shadow Mapping as Signal Reconstruction
75(6)
3.2 Initial Sampling Error---Undersampling
81(6)
3.3 Resampling Error
87(2)
4 Shadow-Map Sampling
89(50)
4.1 Fitting
89(4)
4.2 Warping
93(17)
4.3 Global Partitioning
110(13)
4.4 Adaptive Partitioning
123(8)
4.5 View-Sample Mapping
131(3)
4.6 Shadow-Map Reconstruction
134(2)
4.7 Temporal Reprojection
136(1)
4.8 Cookbook
137(2)
5 Filtered Hard Shadows
139(22)
5.1 Filters and Shadow Maps
140(4)
5.2 Applications of Filtering
144(3)
5.3 Precomputing Larger Filter Kernels
147(13)
5.4 Summary
160(1)
6 Image-Based Soft-Shadow Methods
161(48)
6.1 Introduction
161(5)
6.2 Basics
166(6)
6.3 A Reference Solution
172(2)
6.4 Augmenting Hard Shadows with Penumbrae
174(4)
6.5 Blurring Hard-Shadow-Test Results
178(9)
6.6 Filtering Planar Occluder Images
187(4)
6.7 Reconstructing and Back-Projecting Occluders
191(13)
6.8 Using Multiple Depth Maps
204(2)
6.9 Summary
206(3)
7 Geometry-Based Soft-Shadow Methods
209(30)
7.1 Plausible Shadows by Generating Outer Penumbra
209(6)
7.2 Inner and Outer Penumbra
215(2)
7.3 Soft Shadow Volumes
217(8)
7.4 View-Sample Mapping
225(9)
7.5 Tradeoffs
234(2)
7.6 Summary of Soft-Shadow Algorithms
236(3)
8 Image-Based Transparency
239(20)
8.1 Deep Shadow Maps
240(3)
8.2 Approximating the Transmittance Function
243(15)
8.3 Summary
258(1)
9 Volumetric Shadows
259(10)
9.1 Real-Time Single Scattering in Homogeneous Participating Media
259(2)
9.2 Ray Marching a Shadow Map
261(4)
9.3 Shadow-Volume-Based Approaches
265(3)
9.4 Summary
268(1)
10 Advanced Shadow Topics
269(28)
10.1 Multicolored Light Sources
269(5)
10.2 Multisample Antialiasing
274(1)
10.3 Voxels and Shadows
275(8)
10.4 Ray-Casting Shadows
283(2)
10.5 Environmental Lighting
285(9)
10.6 Precomputed Radiance Transfer
294(3)
11 Conclusion
297(6)
11.1 Hard Shadows
297(2)
11.2 Filtered Hard Shadows
299(1)
11.3 Soft Shadows
299(1)
11.4 Advanced Methods
300(1)
11.5 Welcome Tomorrow
301(2)
A Down the Graphics Pipeline
303(8)
A.1 Rendering
303(3)
A.2 Per-Fragment Processing---Culling and Blending
306(1)
A.3 The Framebuffer
307(1)
A.4 Geometry Representation
308(1)
A.5 Hardware
309(2)
B Brief Guide to Graphics APIs
311(12)
B.1 Transformation Matrices
312(4)
B.2 State
316(3)
B.3 Framebuffer and Render Targets
319(1)
B.4 Texture Sampling
320(1)
B.5 Shading Languages
321(2)
C A Word on Shading
323(6)
C.1 Analytical Shading Models
323(4)
C.2 Approximating Incoming Radiance
327(2)
D Fast GPU Filtering Techniques
329(12)
D.1 Mipmap
329(3)
D.2 N-Buffer and Multiscale Map
332(4)
D.3 Summed-Area Table
336(4)
D.4 Summary
340(1)
E More For Less: Deferred Shading and Upsampling
341(10)
E.1 Deferred Shading
341(2)
E.2 Upsampling
343(6)
E.3 Summary
349(2)
F Symbols
351(2)
Bibliography 353(24)
Index 377
Elmar Eisemann, Michael Schwarz, Ulf Assarsson, Michael Wimmer