Real-Time Renderin Third Edition

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1 Real-Time Renderin Third Edition Tomas Akenine-Moller Eric Haines Naty Hoffman Technische Universitat Darmstadt ^RI'/AT-'K FACHBEREiCH B 1 B L 1 0 Inventar-Nr.: // / Sachgebiete: fitnnrlnrt- 6 m Of)' T 'M % > r" is " ; \Z i\ A K Peters, Ltd. Wellesley, Massachusetts

2 Contents Preface xi 1 Introduction Contents Overview Notation and Definitions 4 2 The Graphics Rendering Pipeline Architecture The Application Stage The Geometry Stage The Rasterizer Stage Through the Pipeline 25 3 The Graphics Processing Unit GPU Pipeline Overview The Programmable Shader Stage The Evolution of Programmable Shading The Vertex Shader The Geometry Shader The Pixel Shader The Merging Stage Effects 45 4 Transforms Basic Transforms Special Matrix Transforms and Operations Quaternions Vertex Blending Morphing Projections 89 5 Visual Appearance Visual Phenomena Light Sources 100

3 viii Contents 5.3 Material Sensor Shading Aliasing and Antialiasing Transparency, Alpha, and Compositing Gamma Correction Texturing The Texturing Pipeline Image Texturing Procedural Texturing Texture Animation Material Mapping Alpha Mapping Bump Mapping Advanced Shading Radiometry Photometry Colorimetry Light Source Types BRDF Theory BRDF Models BRDF Acquisition and Representation Implementing BRDFs Combining Lights and Materials Area and Environmental Lighting Radiometry for Arbitrary Lighting Area Light Sources Ambient Light Environment Mapping Glossy Reflections from Environment Maps Irradiance Environment Mapping Global Illumination Shadows Ambient Occlusion Reflections Transmittance Refractions Caustics Global Subsurface Scattering 401

4 Contents ix 9.8 Full Global Illumination Precomputed Lighting Precomputed Occlusion Precomputed Radiance Transfer Image-Based Effects The Rendering Spectrum Fixed-View Effects Skyboxes Light Field Rendering Sprites and Layers Billboarding Particle Systems Displacement Techniques Image Processing Color Correction Tone Mapping Lens Flare and Bloom Depth of Field Motion Blur Fog Volume Rendering Non-Photorealistic Rendering Toon Shading Silhouette Edge Rendering Other Styles Lines Polygonal Techniques Sources of Three-Dimensional Data Tessellation and Triangulation Consolidation Triangle Fans, Strips, and Meshes Simplification Curves and Curved Surfaces Parametric Curves Parametric Curved Surfaces Implicit Surfaces Subdivision Curves Subdivision Surfaces Efficient Tessellation 629

5 x Contents 14 Acceleration Algorithms Spatial Data Structures Culling Techniques Hierarchical View Frustum Culling Portal Culling Detail Culling Occlusion Culling Level of Detail Large Model Rendering Point Rendering Pipeline Optimization Profiling Tools Locating the Bottleneck Performance Measurements Optimization Multiprocessing Intersection Test Methods Hardware-Accelerated Picking Definitions and Tools Bounding Volume Creation Geometric Probability Rules of Thumb Ray/Sphere Intersection Ray/Box Intersection Ray/Triangle Intersection Ray/Polygon Intersection Plane/Box Intersection Detection Triangle/Triangle Intersection Triangle/Box Overlap BV/BV Intersection Tests View Frustum Intersection Shaft/Box and Shaft/Sphere Intersection Line/Line Intersection Tests Intersection Between Three Planes Dynamic Intersection Testing Collision Detection Collision Detection with Rays Dynamic CD using BSP Trees General Hierarchical Collision Detection OBBTree 807

6 Contents xi 17.5 A Multiple Objects CD System Miscellaneous Topics Other Work Graphics Hardware Buffers and Buffering Perspective-Correct Interpolation Architecture Case Studies The Future Everything Else You 885 A Some Linear Algebra 889 A.I Euclidean Space 889 A.2 Geometrical Interpretation 892 A.3 Matrices 897 A.4 Homogeneous Notation 905 A.5 Geometry 906 B Trigonometry 913 B.I Definitions 913 B.2 Trigonometric Laws and Formulae 915 Bibliography 921 Index 1003

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