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Real-Time Volume Graphics 1st Edition
Purchase options and add-ons
- ISBN-101568812663
- ISBN-13978-1568812663
- Edition1st
- PublisherA K Peters
- Publication dateJuly 24, 2006
- LanguageEnglish
- Dimensions6.5 x 1 x 9.75 inches
- Print length515 pages
Editorial Reviews
Review
"Any developer who would work with volume graphics needs this basic text, which provides an introduction to texture-based volume rendering methods, techniques, and optimization routines. Even code examples are included within the examples and technical discussions of generating images from 3D scalar data. It's an advanced computer and game developer's primer important for any comprehensive collection." -Califonia Bookwatch: The Computer Shelf, The Midwest Book Review, November 2006
About the Author
Klaus Engel, Markus Hadwiger, Joe Kniss, Christof Rezk-Salama, Daniel Weiskopf
Product details
- Publisher : A K Peters; 1st edition (July 24, 2006)
- Language : English
- Hardcover : 515 pages
- ISBN-10 : 1568812663
- ISBN-13 : 978-1568812663
- Item Weight : 2.15 pounds
- Dimensions : 6.5 x 1 x 9.75 inches
- Best Sellers Rank: #5,003,094 in Books (See Top 100 in Books)
- #298 in Rendering & Ray Tracing
- #466 in Microprocessor Design
- #1,254 in Digital Video Production (Books)
- Customer Reviews:
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It really isn't, and this book helps to demystify volumetric rendering using 3D textures, GPU ray-casting, and other techniques. It really isn't hard to understand the concepts; this book presents the math behind it well without going overboard - it's all well-explained.
What's really valuable, however, is all the practical advice stashed in here. If you've experimented with real-time ray casting before, you've likely beaten your head against the wall fighting sampling artifacts, figuring out how to properly add procedural noise to the results, and squeezing enough performance out of your fragment program to not slow down the rest of your scene. If you got past all those hurdles, then you probably gave up when you had to figure out how to deal with intersections between your volume and the rest of your scene, or what to do when the camera goes inside the volume.
This book has chapters on all of those topics, and that's what makes this an invaluable reference for volume graphics that are part of bigger applications. Most of the other research and material on this subject assume you're rendering a single object in isolation, but in a game engine that isn't the case. This book bridges the gap between scientific visualization, games and other visual simulation applications, and finally makes these exciting techniques accessible to a whole new class of applications.
Once it all comes together, the results are truly amazing. You'll find yourself using volume graphics for all sorts of situations and adding an incredible air of reality to your applications as a result. Highly recommended!
All in all, still quite a good book with rich theory; color photos and beautiful glossy pages however I would not recommend as a sole source of reading for entry-level volume graphic developers.
The book is excellent in covering GPU Real Time Graphics. I wish it would had use CUDA or something else, or see an updated version of the book... that is far as the technology behind it. The concepts are great.