Fr. 206.00

Real-Time Shadows

English · Hardback

Shipping usually within 3 to 5 weeks

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Zusatztext ? 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 2011Shadows 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 world's 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 ResearchReal-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 CorporationThere 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 GraphicsAt first glance! shadows seem to be a solved problem! but with limited time budget in real-time games they're 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 Informationen zum Autor Elmar Eisemann, Michael Schwarz, Ulf Assarsson, Michael Wimmer Klappentext Shadows are crucial for enhancing realism and providing important visual cues, and in recent years there have been conspicuous improvements in visual quality and speed for both hard and soft shadows, making high quality real-time shadows a reachable goal. Progress has often been possible because of the tremendous increase in computational power and capabilities of graphics hardware. But with the growing wealth of available choices, assessing the trade-offs associated with various options and choosing the right solution becomes more difficult. Currently there is no best approach and consequently, algorithms need to be selected in accordance to the context in which shadows are produced. Real-Time Shadows is a guide that will help the reader understand which algorithms are best for different application scenarios and the advantages and disadvantages of each. The focus is on real-time to interactive solutions, but offline approaches are also discussed for contexts that need it. Zusammenfassung 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 practi...

List of contents

Introduction. Basic Shadow Techniques. Shadow Map Aliasing. Shadow Map Sampling. Filtered Hard Shadows. Image-Based Soft Shadow Methods. Geometry-Based Soft Shadow Methods. Image-Based Transparency. Volumetric Shadows. Advanced Shadow Topics. Conclusion. Appendices. Bibliography.

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... 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 world's 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 they're 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

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