By
Tom McReynolds, NVIDIA, Santa Clara, CA, USA
David Blythe, Microsoft, Redmond, Washington, U.S.A.
Tom McReynolds, NVIDIA, Santa Clara, CA, USA
David Blythe, Microsoft, Redmond, Washington, U.S.A.
Description
Today truly useful and interactive graphics are available on affordable computers. While hardware progress has been impressive, widespread
gains in software expertise have come more slowly. Information about advanced techniques—beyond those learned in introductory computer
graphics texts—is not as easy to come by as inexpensive hardware.
This book brings the graphics programmer beyond the basics and
introduces them to advanced knowledge that is hard to obtain outside of an intensive CG work environment. The book is about graphics
techniques—those that don’t require esoteric hardware or custom graphics libraries—that are written in a comprehensive style and do useful
things. It covers graphics that are not covered well in your old graphics textbook. But it also goes further, teaching you how to apply
those techniques in real world applications, filling real world needs.
Included in series
The Morgan Kaufmann Series in Computer Graphics
Audience:
This book will interest advanced level computer graphics programmers who need to produce realistic graphic images and anyone interested
in the practical application of advanced rendering techniques. This includes: professional game and game engine developers; real-time
graphics and simulation developers; creators of movie special effects; computer graphics, geometric modeling, CAGD, animation, and visualization
programmers. Audience will be technically competent with a graduate-level education or equivalent industrial experience.