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RealTime Graphics Rendering Engine 实时图形绘制引擎技术

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RealTime Graphics Rendering Engine 实时图形绘制引擎技术

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作 者:鲍虎军,华炜 著

出 版 社:浙江大学出版社

出版时间:2010 年12月

I S B N:9787308081337

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编辑推荐

In this book we are going to reveal themodern rendering engine’s architecture and the main techniques usedin rendering engines. We hoe this book can be good guidance fordeveloers who are interested in building their own renderingengines.
   The chaters are arranged in the following way.In Chater 1, we introduce the main arts of a rendering engine andbriefly their functionality. In Chater 2, basic knowledge relatedto develoing real-time rendering is introduced.Chater 3 is themain art of this book. It unveils the architecture of therendering engine through analyzing the Visionix system, therendering engine develoed by the authors’ team.In Chater 4, adistributed arallel rendering system for a multi-screen dislay,which is based on Visionix, is introduced.In Chaters 5 and 6, twoarticular techniques for real-time rendering that could beintegrated into rendering engines are resented.

内容简介

Real-TimeGrahics Rendering Engine reveals the software architec-ture of themodern real-time 3D grahics rendering engine and the relevanttechnologies based on the authors’ exerience develoing thishigh-erformance, real-time system. The relevant knowledge aboutreal-time grahics rendering such as the rendering ieline,thevisual aearance and shading and lighting models are alsointroduced. This book is intended to offer well-founded guidancefor researchers and develoers who are interested in building theirown rendering engines.
  

作者简介

Hujun Baois a rofessor at the State Key Lab of Comuter Aided Design andComuter Grahics, Zhejiang University, China.Dr. Wei Hua is anassociate rofessor at the same institute.
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目录

1 introduction
1.1 scene grah management
1.2 scene grah traverse
1.3 rendering queue
1.4 rending modle
2 basics of real-time rendering
2.1 rendering ieline
2.1.1 concetual rendering hases
2.1.2 rogrammable rendering ieline
2.1.3 geometry transforms
2.2 shading
2.2.1 rendering equation
2.2.2 lighting
2.2.3 brdf
2.2.4 light transort
2.3 summary
references
3 architecture of real-time rendering engine
3.1 overview
3.2 basic data tye
. 3.2.1 single-field data tye
3.2.2 multile-field data tye
3.2.3 ersistent ointer: taddress<>
3.3 basics of scene model
3.4 entity
3.5 feature
3.5.1 iattributedobject and ifeature
3.5.2 iboundedobject
3.5.3 ichildfeature
3.5.4 subclasses of igrouingfeature
3.5.5 subclasses of ishaefeature
3.5.6 ianimatedfeature
3.5.7 subclasses of ilightfeature
3.5.8 subclasses of ibindablefeature
3.5.9 igeometryfeature
3.5.10 iaearancefeature and relatedfeatures
3.6 scene grah
3.7 satial index
3.7.1 relation schema a
3.7.2 relation schema b
3.8 scene model schema
3.9 scene model interface and imlementation
3.9.1 scoe of name and id
3.9.2 transaction
3.9.3 scene storage
3.9.4 reference and garbage collection
3.9.5 data visit and cache
3.9.6 out-of-core entity
3.9.7 iscenemodel
3.9.8 iscenestorage
3.9.9 imlementation of iscenemodel andiscenestorage
3.10 scene maniulator
3.10.1 maniulator functions
3.10.2 usage of scene model maniulator
3.11 traversing scene model
3.11.1 traverse via iterator
3.11.2 traverse via visitor
3.12 rendering engine
3.12.1 crenderingengine
3.12.2 the comosition of thecrenderingengine
3.13 render queue and its manager
3.14 camera manager
3.15 gu resources and its maniulator
3.15.1 texture resource
3.15.2 buffer resource
3.15.3 shader rogram
3.15.4 gu resource maniulator
3.16 render target and its manager
3.17 render control unit
3.18 re-render and its manager
3.18.1 irerender
3.18.2 crerendermanager
3.19 render ielines and its manager
3.19.1 irenderieline
3.19.2 modular render ieline
3.19.3 render module
3.19.4 crenderielinemanager
3.20 examles of re-render
3.20.1 cvfcullingrerender
3.20.2 cmirrorrerender
3.20.3 coocentityloader
3.20.4 cfeaturetyeclassifier
3.20.5 crenderqueueelementrocessor
3.20.6 clightcullingrerender
3.21 examles of modular render ieline and rendermodule
3.21.1 cshaerenderieline
3.21.2 cshaerendermodule
3.22 imlementation details of crenderingengine
3.22.1 configure
3.22.2 initialize
3.22.3 dorendering
3.22.4 oenscenemodel
3.23 conclusion
references
4 rendering system for multichannel dislay
4.1 the overview of arallel rendering
4.1.1 client-server
4.1.2 master-slave
4.2 the architecture of a cluster-based renderingsystem
4.3 rendering system interface
4.3.1 vxlrenderingsystem
4.3.2 vxlmodel
4.3.3 vxiui
4.3.4 the basic examle
4.4 server manager
4.4.1 functionality
4.4.2 structure
4.4.3 cservermanager
4.4.4 cservicerequestmanager
4.4.5 cservicerequesttranslator
4.4.6 cservicerequestsender
4.4.7 csystemstatemanager, cscreenstate andcrenderserverstate
4.4.8 cservicerequestsrthreadool
4.4.9 iservicerequest and subclasses
4.5 imlementation of rendering system interface
4.5.1 imlementation rinciles
4.5.2 examle 1: startu system
4.5.3 examle 2: oen scene model
4.5.4 examle 3: do rendering and swabuffer
4.6 render server and server interface
4.7 alication: the immersive resentation system for urbanlanning
4.7.1 system deloyment
4.7.2 functionality
references
5 otimal reresentation and rendering for large-scaleterrain
5.1 overview
5.1.1 lod model of terrain
5.1.2 out-of-core techniques
5.2 rocedural terrain rendering
5.2.1 an overview of asymtotic fractionalbrownian motion tree
5.2.2 afbm-tree construction
5.2.3 rocedural terrain rendering
5.2.4 alication
5.3 conclusion
references
6 variational obb-tree aroximation for solid objects
6.1 related work
6.2 the aroximation roblem of an obb tree
6.3 solver for obb tree
6.3.1 comutation of outside volume for singlebounding box ...
6.3.2 solver for obb tree
6.4 exeriments and results
6.5 conclusion
references
index

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