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<html>
<head>
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
<meta name="description" content="Real-Time Rendering chapter overview">
<meta name="keywords" content="computer graphics, real-time, real time, rendering, interactive, accelerator, hardware, OpenGL, DirectX, Direct3D, Glide">
<title>Real-Time Rendering Chapter Overview</title>
</head>
<body bgcolor="#FFFFFF" link="#2D4280" vlink="#9A6D03" alink="#2D92A0" background="background.jpg">
<h1>
<font face="LUCIDA, ARIAL, HELVETICA"><font color="#0D3256"><font size=+2>Real-Time
Rendering Chapter Overview</font></font></font></h1>
<font face="LUCIDA, ARIAL, HELVETICA">
This is the chapter overview from the introduction of the book
<a href="index.html"><font size="+1"><i>Real-Time Rendering</i></font></a>, by
<a href="mailto:[email protected]">Tomas
Möller</a> and
<a href="http://www.erichaines.com/">Eric
Haines</a>, from <a href="http://www.akpeters.com">A.K. Peters Ltd.</a>
</font>
<hr>
What follows is a brief overview of the chapters ahead.
<p><b>Chapter 2, The Graphics Rendering Pipeline.</b> This chapter
deals with the heart of real-time rendering, the mechanism that
takes a scene description and converts it into something we can
see.
<p><b>Chapter 3, Transforms.</b> The basic tools to manipulate
position, scaling, orientation, etc, of objects and the viewer
are transforms.
<p><b>Chapter 4, Visual Appearance.</b> This chapter covers the definition of
materials and lights and their use in achieving a realistic surface appearance.
Also covered are other appearance-related topics,
such as providing higher image quality through antialiasing and
gamma correction.
<p><b>Chapter 5, Texturing.</b> One of the most powerful hardware-accelerated
tools for real-time rendering is the ability to
display data such as images on surfaces. This chapter discusses
the mechanics of this technique, called texturing, and presents a
wide variety of methods for applying it.
<p><b>Chapter 6, Special Effects.</b> There is more to rendering
than creating surfaces, materials, and textures. This chapter
presents techniques and tricks beyond the basics.
<p><b>Chapter 7, Speed-Up Techniques.</b> After you make it go,
make it go fast. Various forms of culling, model representation,
and geometry consolidation are covered here.
<p><b>Chapter 8, Pipeline Optimization.</b> Once an application is
running and uses efficient algorithms, it can be made even faster
using various optimization techniques. Finding the bottleneck and
deciding what to do about it are the topics covered here.
<p><b>Chapter 9, Polygonal Techniques.</b> Geometric data comes
from a wide range of sources, and sometimes requires modification
in order to be
rendered rapidly and well. This chapter discusses polygonal data
and ways to clean it up and simplify it.
<p><b>Chapter 10, Intersection Test Methods.</b> Intersection
testing is important for rendering, user interaction, and
collision detection. In-depth coverage is provided here for a wide
range of the most efficient algorithms for common geometric
intersection tests.
<p><b>Chapter 11, Collision Detection.</b> Finding out whether two
objects touch each other is a key element of many real-time
applications. This chapter presents some efficient algorithms in
this rapidly evolving field.
<p><b>Chapter 12, Graphics Hardware.</b> While
graphics-hardware-accelerated algorithms have been discussed in the previous
chapters, this chapter focuses on components such as color depth,
frame buffers, and basic architecture types. Case studies of a few
representative graphics accelerators are provided.
<p><b>Chapter 13, The Future.</b> Take a guess (we do).
<p>We have included appendices on linear algebra and trigonometry.
<p>
<font face="LUCIDA, ARIAL, HELVETICA">
back to the <a href="index.html"><i>Real-Time Rendering homepage</i></a>.
</font>
<hr>
<address>
webslaves: <a href="http://www.erichaines.com/">Eric Haines</a>
/ <a href="mailto:[email protected]">[email protected]</a>
<br>Tomas Möller / <a href="mailto:[email protected]">[email protected]</a>
</address>
<p>Last change: <i>May 12, 1999</i>
</body>
</html>