000 01785nam a2200421 i 4500
001 715369
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008 180731t20182018flua f b 001|0|eng|d
020 _a9781138627000 (hbk.) :
_c£69.99
020 _z9781351816144 (ePub ebook) :
_c£39.99
020 _z9781351816151 (PDF ebook) :
_c£39.99
020 _z9781351816137 (Mobipocket ebook) :
_c£39.99
020 _z9781315212593 (ebook) :
_c£39.99
035 _a(StDuBDS)9781138627000
040 _aStDuBDS
_beng
_cStDuBDS
_erda
072 7 _aCOM
_2eflch
072 7 _aCOM
_2ukslc
082 0 4 _a006.6'773
_223
100 1 _aMöller, Tomas,
_d1971-
_eauthor.
245 1 0 _aReal-time rendering.
250 _a4th edition.
_bTomas Akenine-Möller [and five others].
264 1 _aBoca Raton :
_bCRC Press,
_c[2018]
264 4 _c©2018
300 _axix, 1178 pages :
_billustrations (black and white, and colour) ;
_c25 cm
336 _atext
_2rdacontent
336 _astill image
_2rdacontent
337 _aunmediated
_2rdamedia
338 _avolume
_2rdacarrier
500 _a"An A.K. Peters book."
500 _aPrevious edition: Wellesley: A.K. Peters, 2008.
504 _aIncludes bibliographical references and index.
520 8 _aWith 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.
521 _aSpecialized.
650 0 _aReal-time rendering (Computer graphics)
650 7 _aComputers and IT.
_2eflch
650 7 _aComputers and IT.
_2ukslc
942 _n0
999 _c60837
_d60837