Real-Time Shadows

Real-Time Shadows
Author: Elmar Eisemann
Publisher: CRC Press
Total Pages: 399
Release: 2016-04-19
Genre: Computers
ISBN: 1439867690

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 t

Ray Tracing Gems

Ray Tracing Gems
Author: Eric Haines
Publisher: Apress
Total Pages: 622
Release: 2019-02-25
Genre: Computers
ISBN: 1484244273

This book is a must-have for anyone serious about rendering in real time. With the announcement of new ray tracing APIs and hardware to support them, developers can easily create real-time applications with ray tracing as a core component. As ray tracing on the GPU becomes faster, it will play a more central role in real-time rendering. Ray Tracing Gems provides key building blocks for developers of games, architectural applications, visualizations, and more. Experts in rendering share their knowledge by explaining everything from nitty-gritty techniques that will improve any ray tracer to mastery of the new capabilities of current and future hardware. What you'll learn: The latest ray tracing techniques for developing real-time applications in multiple domains Guidance, advice, and best practices for rendering applications with Microsoft DirectX Raytracing (DXR) How to implement high-performance graphics for interactive visualizations, games, simulations, and more Who this book is for:Developers who are looking to leverage the latest APIs and GPU technology for real-time rendering and ray tracing Students looking to learn about best practices in these areas Enthusiasts who want to understand and experiment with their new GPUs

Real-Time Rendering

Real-Time Rendering
Author: Tomas Akenine-Möller
Publisher: CRC Press
Total Pages: 1046
Release: 2019-01-18
Genre: Computers
ISBN: 1315362007

Thoroughly revised, this third 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. The authors have made the figures used in the book available for download for fair use.:Download Figures. Reviews Rendering has been a required reference for professional graphics practitioners for nearly a decade. This latest edition is as relevant as ever, covering topics from essential mathematical foundations to advanced techniques used by today’s cutting edge games. -- Gabe Newell, President, Valve, May 2008 Rendering ... has been completely revised and revamped for its updated third edition, which focuses on modern techniques used to generate three-dimensional images in a fraction of the time old processes took. From practical rendering for games to math and details for better interactive applications, it's not to be missed. -- The Bookwatch, November 2008 You'll get brilliantly lucid explanations of concepts like vertex morphing and variance shadow mapping—as well as a new respect for the incredible craftsmanship that goes into today's PC games. -- Logan Decker, PC Gamer Magazine , February 2009

GPU Gems 2

GPU Gems 2
Author: Matt Pharr
Publisher: Addison-Wesley Professional
Total Pages: 814
Release: 2005
Genre: Computers
ISBN: 9780321335593

More useful techniques, tips, and tricks for harnessing the power of the new generation of powerful GPUs.

Playing with Light and Shadows

Playing with Light and Shadows
Author: Jennifer Boothroyd
Publisher: Lerner Digital ™
Total Pages: 24
Release: 2017-08-01
Genre: Juvenile Nonfiction
ISBN: 151246337X

Audisee® eBooks with Audio combine professional narration and text highlighting for an engaging read aloud experience! Young readers will learn how shadows are made with light in this accessible, photo-filled book. Simple text explains different kinds of shadows and teaches students how they can make their own shadows. Vibrant photos bring basic science concepts to life and encourage kids to explore the shadows they see every day.

Streetlights and Shadows

Streetlights and Shadows
Author: Gary A. Klein
Publisher: MIT Press
Total Pages: 355
Release: 2011-09-30
Genre: Business & Economics
ISBN: 026225834X

An expert explains how the conventional wisdom about decision making can get us into trouble—and why experience can’t be replaced by rules, procedures, or analytical methods In making decisions, when should we go with our gut and when should we try to analyze every option? When should we use our intuition and when should we rely on logic and statistics? Most of us would probably agree that for important decisions, we should follow certain guidelines—gather as much information as possible, compare the options, pin down the goals before getting started. But in practice we make some of our best decisions by adapting to circumstances rather than blindly following procedures. In Streetlights and Shadows, Gary Klein debunks the conventional wisdom about how to make decisions. He takes ten commonly accepted claims about decision making and shows that they are better suited for the laboratory than for life. The standard advice works well when everything is clear, but the tough decisions involve shadowy conditions of complexity and ambiguity. Gathering masses of information, for example, works if the information is accurate and complete—but that doesn't often happen in the real world. (Think about the careful risk calculations that led to the downfall of the Wall Street investment houses.) Klein offers more realistic ideas about how to make decisions in real-life settings. He provides many examples—ranging from airline pilots and weather forecasters to sports announcers and Captain Jack Aubrey in Patrick O’Brian’s Master and Commander novels—to make his point. All these decision makers saw things that others didn’t. They used their expertise to pick up cues and to discern patterns and trends. We can make better decisions, Klein tells us, if we are prepared for complexity and ambiguity and if we will stop expecting the data to tell us everything. “I know of no one who combines theory and observation—intellectual rigor and painstaking observation of the real world—so brilliantly and gracefully as Gary Klein.” —Malcolm Gladwell, author of Outliers and Blink

The Shadow out of Time (時光幽影)

The Shadow out of Time (時光幽影)
Author: Howard Phillips Lovecraft
Publisher: Hyweb Technology Co. Ltd.
Total Pages: 689
Release: 2011-09-15
Genre: Foreign Language Study
ISBN:

One of the feature stories of the Cthulhu Mythos, "The Shadow Out of Time" is the tale of a professor of political economics that is thrown into a mind-shattering journey through time and space, while his body is held hostage by an alien mind. Horrified and panic-stricken by the implications of his experiences, he hopes against all reason and evidence that he has merely lost his mind.

Real Time Visual Effects for the Technical Artist

Real Time Visual Effects for the Technical Artist
Author: Chris Roda
Publisher: CRC Press
Total Pages: 410
Release: 2022-03-14
Genre: Computers
ISBN: 1000551539

Visual effects (VFX) are one of the most complicated components of feature film and television creation. With advancements in such technologies as Ray Tracing and Virtual Reality, the visual quality of the real-time rendering engine is now rivaling feature film. Real-time rendering requires years of programming experience with advanced understanding in math and physics. As the power of the real-time rendering engine improves, so too do the interfaces for VFX creation. With limited technical understanding, artists can create VFX with the push of a button and tug of a slider. As powerful as the interfaces are, they can only expose a portion of the true potential of the rendering engine. Artists are limited by their understanding of the engine interface. Real Time Visual Effects for the Technical Artist is written for digital artists to explain the core concepts of VFX, common in all engines, to free them from interface bounds. Features: Introduces the reader to the technical aspects of real-time VFX Built upon a career of more than 20 years in the feature film VFX and the real-time video game industries and tested on graduate and undergraduate students Explores all real-time VFX in four categories: in-camera effects, in-material effects, simulations, and particles This book is written to complement undergraduate- or graduate-level courses focused on the fundamentals of modern real-time VFX. Chris Roda is a Technical Art instructor at the Florida Interactive Entertainment Academy (FIEA), a graduate degree program in interactive, real-time application development at the University of Central Florida. Early in his career, Chris was a visual effects artist in the film and television industries where he contributed visual effects for films such as Spider-Man, Titanic, and The Fifth Element. Before coming to FIEA, Chris was a CG Supervisor at Electronic Arts, where he worked on video game titles such as NCAA Football and Madden NFL Football. In addition to teaching, Chris works on generating tools and pipelines for the creation of immersive experiences: the amalgamation of the narrative of films, the interactivity of video games, and the immersion of theme parks.

Real-Time Rendering, Fourth Edition

Real-Time Rendering, Fourth Edition
Author: Tomas Akenine-Möller
Publisher: CRC Press
Total Pages: 1199
Release: 2018-08-06
Genre: Computers
ISBN: 1351816152

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.