Название: Foundations of Game Engine Development, Volume 2: Rendering Автор: Eric Lengyel Издательство: Terathon Software LLC Год: 2019 Страниц: 409 Язык: английский Формат: pdf (true) Размер: 20.9 MB
This second volume in the Foundations of Game Engine Development series explores the vast subject of real-time rendering in modern game engines. The book provides a detailed introduction to color science, world structure, projections, shaders, lighting, shadows, fog, and visibility methods. This is followed by extensive discussions of a variety of advanced rendering techniques that include volumetric effects, atmospheric shadowing, ambient occlusion, motion blur, and isosurface extraction. Emphasis is placed on practical implementation, and code is included.
This book explores the mathematical foundations of real-time rendering methods used in modern game engines. This vast subject includes an enormous variety of techniques that must balance the goals of visual quality and performance. These goals are achieved through the application of solid engineering principles, and we emphasize that fact by including a large amount of technical detail. Because details require a lot of space, we could not hope to cover every major topic in the field of computer graphics in a single volume, so we focus primarily on the most important fundamentals. But even those topics have become rather complex, and this book is filled with some lengthy expositions as a result.
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