Production Rendering: Design and Implementation
Editat de Ian Stephensonen Limba Engleză Paperback – 13 oct 2010
Key Topics:
- A rendering framework for managing a micro polygon-oriented graphics pipeline
- Problems presented by different types of geometry showing how different surface types can be made ready for shading
- Shading and how it fits into a rendering pipeline
- How to write a good shader compiler
- Ray tracing in a production renderer
- Incorporating global illumination into a renderer
- Gathering surface samples into a final image
- Tips and tricks in rendering
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Specificații
ISBN-13: 9781849969291
ISBN-10: 1849969299
Pagini: 320
Ilustrații: XIII, 302 p. 115 illus., 32 illus. in color.
Dimensiuni: 155 x 235 x 17 mm
Greutate: 0.45 kg
Ediția:Softcover reprint of hardcover 1st ed. 2005
Editura: SPRINGER LONDON
Colecția Springer
Locul publicării:London, United Kingdom
ISBN-10: 1849969299
Pagini: 320
Ilustrații: XIII, 302 p. 115 illus., 32 illus. in color.
Dimensiuni: 155 x 235 x 17 mm
Greutate: 0.45 kg
Ediția:Softcover reprint of hardcover 1st ed. 2005
Editura: SPRINGER LONDON
Colecția Springer
Locul publicării:London, United Kingdom
Public țintă
ResearchCuprins
A System Overview.- A Rendering Architecture.- Geometry.- Shading.- Compiling.- Ray Tracing.- Global Illumination.- Image Construction.- Rendering Gems.
Textul de pe ultima copertă
In the past, rendering systems used a range of different approaches, each compatible and able to handle certain kinds of images. However, the last few years have seen the development of practical techniques, which bring together many areas of research into stable, production ready rendering tools. Written by experienced graphics software developers, Production Rendering: Design and Implementation provides not only a complete framework of different topics including shading engines and compilers, but discusses also the techniques used to implement feature film quality rendering engines.
Key Topics
·A Rendering framework for managing a micro polygon-oriented graphics pipeline
·Problems presented by different types of geometry showing how different surface types can be made ready for shading
·Shading and how it fits into a rendering pipeline
·How to write a good shader compiler
·Ray tracing in a production renderer
·Incorporating global illumination into a renderer
·Gathering surface samples into a final image
·Tips and tricks in rendering
About the authors
Mark Elendt , Senior Mathematician, has been with Side Effects Software Inc, Canada for 11 years and has written at least 5 renderers over these years. He was chief architect for the Houdini renderers Mantra and VMantra. In 1997 he received a Technical Achievement Award from the Academy of Motion Picture Arts and Sciences.
Rick LaMont, co-founder and CTO of Dot C Software, USA, currently acts as lead programmer of RenderDotC and Mai-Tai. He received the Computerworld Smithsonian Award for Technology Benefiting Mankind for his work on the Weyerhaeuser Design Center (Foley and van Dam, Second Edition, color plate I.8).
Jacopo Pantaleoni, is currently a Developer for LightFlow Technologies, Italy, which he founded in 1999. His interests in mathematics, computer programming and,realistic rendering lead to the publication of Lightflow Rendering Tools. In 2000, he also began working with a team of beta testers, on a connection between his rendering software and MayaTM.
Scott Iverson, is the chief developer of the AIR renderer, and founder of Sitex Graphics Inc, USA.
Paul Gregory, works for the Aqsis Team, UK. He is the originator, and lead developer of the open source renderer "Aqsis".
Matthew Bentham, is currently at ART VPS Ltd, UK. He is also the software developer responsible for compiler technology at ART VPS, creators of the RenderDrive rendering appliance.
Ian Stephenson, is a Senior Lecturer at the National Centre for Computer Animation (NCCA), Bournemouth University, UK. Developer of the Angel rendering system, he is also the author of Essential RenderMan Fast.
Key Topics
·A Rendering framework for managing a micro polygon-oriented graphics pipeline
·Problems presented by different types of geometry showing how different surface types can be made ready for shading
·Shading and how it fits into a rendering pipeline
·How to write a good shader compiler
·Ray tracing in a production renderer
·Incorporating global illumination into a renderer
·Gathering surface samples into a final image
·Tips and tricks in rendering
About the authors
Mark Elendt , Senior Mathematician, has been with Side Effects Software Inc, Canada for 11 years and has written at least 5 renderers over these years. He was chief architect for the Houdini renderers Mantra and VMantra. In 1997 he received a Technical Achievement Award from the Academy of Motion Picture Arts and Sciences.
Rick LaMont, co-founder and CTO of Dot C Software, USA, currently acts as lead programmer of RenderDotC and Mai-Tai. He received the Computerworld Smithsonian Award for Technology Benefiting Mankind for his work on the Weyerhaeuser Design Center (Foley and van Dam, Second Edition, color plate I.8).
Jacopo Pantaleoni, is currently a Developer for LightFlow Technologies, Italy, which he founded in 1999. His interests in mathematics, computer programming and,realistic rendering lead to the publication of Lightflow Rendering Tools. In 2000, he also began working with a team of beta testers, on a connection between his rendering software and MayaTM.
Scott Iverson, is the chief developer of the AIR renderer, and founder of Sitex Graphics Inc, USA.
Paul Gregory, works for the Aqsis Team, UK. He is the originator, and lead developer of the open source renderer "Aqsis".
Matthew Bentham, is currently at ART VPS Ltd, UK. He is also the software developer responsible for compiler technology at ART VPS, creators of the RenderDrive rendering appliance.
Ian Stephenson, is a Senior Lecturer at the National Centre for Computer Animation (NCCA), Bournemouth University, UK. Developer of the Angel rendering system, he is also the author of Essential RenderMan Fast.
Caracteristici
A practical discussion of how computer graphics are rendered Brings together all the skills needed to develop a rendering system, not usually found in one volume Each chapter covers a separate element of rendering, and is written by an expert in that area Provides a complete framework, showing how different topics fit together Covers topics such as shading engines, and compilers (which are rarely discussed in a graphics context, and hence can be major obstacles to developers who are typically graphics specialists) Includes supplementary material: sn.pub/extras