Foundations of Game Engine Development Volume 2 Rendering 4th Edition by Eric Lengyel – Ebook PDF Instant Download/Delivery: 0985811757, 9780985811754
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Product details:
ISBN 10: 0985811757
ISBN 13: 9780985811754
Author: Eric Lengyel
Foundations of Game Engine Development Volume 2 Rendering 4th Table of contents:
Chapter 5: Graphics Processing
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5.1 Pixels
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5.2 Color Science
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5.2.1 The CIE RGB Color Space
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5.2.2 The CIE XYZ Color Space
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5.2.3 The sRGB Color Space
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5.3 Gamma Correction
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5.4 World Structure
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5.4.1 Coordinate Spaces
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5.4.2 Transform Hierarchy
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5.4.3 Vertex Transformations
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5.5 The Graphics Pipeline
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5.5.1 Geometry Processing
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5.5.2 Pixel Processing
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5.5.3 Frame Buffer Operations
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Chapter 6: Projections
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6.1 The View Frustum
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6.2 Perspective-Correct Interpolation
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6.3 Projection Matrices
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6.3.1 Perspective Projection Matrices
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6.3.2 Infinite Projection Matrices
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6.3.3 Projected Depth Precision
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6.3.4 Orthographic Projections
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6.3.5 Frustum Plane Extraction
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6.4 Oblique Clipping Planes
Chapter 7: Shaders
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7.1 Rendering Fundamentals
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7.1.1 Luminance
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7.1.2 The Rendering Equation
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7.2 Diffuse Reflection
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7.3 Specular Reflection
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7.4 Texture Mapping
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7.4.1 Texture Coordinates
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7.4.2 Conventional Texture Mapping
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7.4.3 Cube Texture Mapping
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7.5 Tangent Space
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7.6 Bump Mapping
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7.6.1 Normal Map Construction
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7.6.2 Rendering with Normal Maps
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7.6.3 Blending Normal Maps
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7.7 Parallax Mapping
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7.8 Horizon Mapping
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7.8.1 Horizon Map Construction
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7.8.2 Rendering with Horizon Maps
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7.8.3 Ambient Occlusion Mapping
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Chapter 8: Lighting and Shadows
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8.1 Light Sources
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8.1.1 Point Lights
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8.1.2 Spot Lights
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8.1.3 Infinite Lights
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8.2 Extent Optimization
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8.2.1 Scissor Rectangle
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8.2.2 Depth Bounds
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8.3 Shadow Maps
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8.3.1 2D Shadow Maps
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8.3.2 Cube Shadow Maps
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8.3.3 Cascaded Shadow Maps
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8.3.4 Shadow Depth Offset
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8.4 Stencil Shadows
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8.4.1 Rendering Algorithm
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8.4.2 Variant Selection
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8.4.3 Shadow Volumes
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8.4.4 Optimizations
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8.5 Fog
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8.5.1 Absorption and Scattering
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8.5.2 Halfspace Fog
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Chapter 9: Visibility and Occlusion
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9.1 Polygon Clipping
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9.2 Polyhedron Clipping
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9.3 Bounding Volumes
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9.3.1 Bounding Spheres
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9.3.2 Bounding Boxes
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9.4 Frustum Culling
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9.4.1 Visibility Regions
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9.4.2 Sphere Visibility
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9.4.3 Box Visibility
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9.5 Light Culling
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9.6 Shadow Culling
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9.7 Portal Systems
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9.7.1 Zones and Portals
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9.7.2 Light Regions
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9.8 Occluders
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9.9 Fog Occlusion
Chapter 10: Advanced Rendering
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10.1 Decals
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10.2 Billboards
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10.2.1 Spherical Billboards
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10.2.2 Cylindrical Billboards
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10.2.3 Polyboards
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10.2.4 Trimming
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10.3 The Structure Buffer
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10.4 Volumetric Effects
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10.4.1 Halos
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10.4.2 Shafts
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10.5 Ambient Occlusion
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10.5.1 The Occlusion Buffer
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