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Bao, Hujun; Hua, Wei - Real-Time Graphics Rendering Engine (Advanced Topics in Science and Technology in China) - 9783642183416 - V9783642183416
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Real-Time Graphics Rendering Engine (Advanced Topics in Science and Technology in China)

€ 178.40
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Description for Real-Time Graphics Rendering Engine (Advanced Topics in Science and Technology in China) hardcover. This book reveals the software architecture of the modern real-time 3D graphics rendering engine and the relevant technologies. The book is based on the authors' experience developing this high-performance, real-time system. Series: Advanced Topics in Science and Technology in China. Num Pages: 300 pages, 125 black & white illustrations, biography. BIC Classification: UGK. Category: (P) Professional & Vocational. Dimension: 235 x 155 x 23. Weight in Grams: 612.

"Real-Time Graphics Rendering Engine" reveals the software architecture of the modern real-time 3D graphics rendering engine and the relevant technologies based on the authors’ experience developing this high-performance, real-time system. The relevant knowledge about real-time graphics rendering such as the rendering pipeline, the visual appearance and shading and lighting models are also introduced. This book is intended to offer well-founded guidance for researchers and developers who are interested in building their own rendering engines.

Hujun Bao is a professor at the State Key Lab of Computer Aided Design and Computer Graphics, Zhejiang University, China. Dr. Wei Hua is an associate ... Read more

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Product Details

Format
Hardback
Publication date
2011
Publisher
Springer Germany
Number of pages
300
Condition
New
Series
Advanced Topics in Science and Technology in China
Number of Pages
300
Place of Publication
Berlin, Germany
ISBN
9783642183416
SKU
V9783642183416
Shipping Time
Usually ships in 5 to 9 working days
Ref
99-11

About Bao, Hujun; Hua, Wei
Prof. Hujun Bao is the director of State Key Lab of Computer Aided Design and Computer Graphics at Zhejiang University, China. His research interests include geometry computing for surfaces and signals on 2-manifold meshes, interactive graphics for display large scale of virtual scenes. In the early 1990’s, he worked on computer graphics, developing algorithms for synthesizing realistic images, such as ... Read more

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