Advanced RenderMan
Title | Advanced RenderMan PDF eBook |
Author | Anthony A. Apodaca |
Publisher | Morgan Kaufmann |
Total Pages | 592 |
Release | 2000 |
Genre | Computers |
ISBN | 9781558606180 |
From contributors to animated films such as Toy Story and A Bug's Life, comes this text to help animators create the sophisticated computer-generated special effects seen in such features as Jurassic Park.
Rendering for Beginners
Title | Rendering for Beginners PDF eBook |
Author | Saty Raghavachary |
Publisher | Taylor & Francis |
Total Pages | 386 |
Release | 2005 |
Genre | Computers |
ISBN | 0240519353 |
Finally, a non-technical introduction to Pixar's RenderMan written for artists!
Advanced Animation and Rendering Techniques
Title | Advanced Animation and Rendering Techniques PDF eBook |
Author | Alan H. Watt |
Publisher | Addison-Wesley Professional |
Total Pages | 516 |
Release | 1992 |
Genre | Computers |
ISBN |
An exposition of state-of-the-art techniques in rendering and animation. This book provides a unique synthesis of techniques and theory. Each technique is illustrated with a series of full-color frames showing the development of the example.
The RenderMan Companion
Title | The RenderMan Companion PDF eBook |
Author | Steve Upstill |
Publisher | Addison-Wesley Professional |
Total Pages | 518 |
Release | 1990 |
Genre | Computers |
ISBN | 9780201508680 |
11th printing Bibliography: p. 443-446. Includes index.
The Cg Tutorial
Title | The Cg Tutorial PDF eBook |
Author | Randima Fernando |
Publisher | Addison-Wesley Professional |
Total Pages | 402 |
Release | 2003 |
Genre | Computers |
ISBN | 9780321194961 |
Cg is a complete programming environment for the fast creation of special effects and real-time cinematic quality experiences on multiple platforms. This text provides a guide to the Cg graphics language.
Real-Time Rendering, Fourth Edition
Title | Real-Time Rendering, Fourth Edition PDF eBook |
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.
Real-Time Rendering
Title | Real-Time Rendering PDF eBook |
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