Focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. This book discusses practical rendering methods used in games and other applications. It also presents a theoretical framework and relevant mathematics for the field of interactive computer graphics.
This text covers the development of real-time rendering (several frames per second) for use in computer games, computer-animated movies, advertising and other applications. It focuses on the entire graphics pipeline, presenting new techniques and time-tested algorithms.