[Refinement and Summary of "Real-Time Rendering 3rd"] (1) Overview of the knowledge points of the whole book



This article is produced by @小黑_Mao Xingyun  , please indicate the source for reprinting. Article link: http://blog.csdn.net/poem_qianmo/article/details/69849858 
 





1. The book "Real-Time Rendering 3rd"

 

The book "Real-Time Rendering 3rd" has been highly regarded in the field of real-time rendering and computer graphics. Some say it renders the Bible in real time. Some people say that it is a catalog of peerless martial arts.

It is true that the book "Real-Time Rendering 3rd" has a grand world view structure, which basically covers all aspects of computer graphics, which can be said to be all-encompassing. The concepts are clearly explained, and there are abundant paper citations, which can be used as a reference book to continue learning and use in a subdivision field.

 


Of course, if we are nitpicking, it can also be said that just because this book is all-encompassing, and because of the limited space, it will have a shortcoming, that is, it is too large and not precise. Due to the space, many knowledge points have been reached, and the explanation cannot be expanded, and there is a lack of more examples, which will make the beginners read and understand the slope slightly steeper. But we know that the knowledge in the field of graphics and real-time rendering is vast. Even if you write a dictionary-style overview, the length of this book has reached an astonishing 1047 pages. If you write more details, it is estimated that it will be at least 3000 pages.

 

In short, the book "Real-Time Rendering 3rd" can be described as the existence of the "Nine Yin Zhenjing" in the graphics field. It covers all aspects of computer graphics and real-time rendering. It can be used as a collection of papers to understand the whole picture, and it can also be used as a desk reference book for future reference.

 





2. Related Background

 

"Real-Time Rendering 3rd" was published in 2008, and it has been 9 years since then, but it does not weaken its weight as a master of real-time rendering.

In addition, the publication of "Real-Time Rendering 4th" is far away, and it is understood that the author does not seem to have plans to publish the fourth edition at present.

(Update 2017/September: 4th edition already planned for August 2018, Amazon page: Computer Science [email protected] )

There is currently no Chinese translation of the third edition of this book, only the Chinese translation of the second edition (the original English version was published in 2002). There are some translations of the third edition on the Internet, but most of them do not follow after the fourth chapter.

 


 


3. An overview of the knowledge points of the book "Real-Time Rendering 3rd"


As mentioned above, the book "Real-Time Rendering 3rd" can be described as the general outline of the "Nine Yin Classics" in the graphics world.

And when I finished drawing this mind map, I looked at it carefully, and it really felt like a diagram of the "Jiuyin Zhenjing" orz. (It is recommended to save as and zoom in to view)


 

 

4. The home page of the book containing the treasure


Of course, don't forget the book homepage, which has a lot of recommended books on graphics and rendering, as well as a lot of rich blog posts and resources. I believe you who like graphics and real-time rendering will definitely love it.

The address is here: http://www.realtimerendering.com/

 

 

 




Five, follow-up writing content planning

 

Recently, I have been summarizing "Real-Time Rendering 3rd" while reading and translating , and I feel that it is very necessary to write a series to make a systematic and distinctive summary of this masterpiece.

For follow-up articles, the current plan is to summarize the content of one chapter at a time, and the chapters with written plans are as follows:

 

1. Chapter 2 The Graphics Rendering Pipeline

2. Chapter 3 The Graphics Processing Unit

3. Chapter 4 Transforms

4. Chapter 5 Visual Appearance

5. Chapter 6 Texturing Textures

6.   Chapter 7 Advanced Shading 高级着色

7.   Chapter 8 Area and Environmental Lighting 区域和环境光照

8.   Chapter 9 Global Illumination 全局光照

9.   Chapter 10 Image-Based Effects 基于图像的特效

10.   Chapter 11 Non-Photorealistic Rendering 非真实感渲染

11.   Chapter 14 Acceleration Algorithms 加速算法

12.   Chapter 15 Pipeline Optimization 管线优化

 

 

关于更新时间,依旧会在周末进行,当周的周末如果有空就会更新,当然,有些章节动辄上百页的英文原文,自然会花额外一周的输出时间。


总之,希望这个系列,能对喜欢游戏编程、实时渲染和图形学的朋友们有所裨益。谢谢大家。


The end.


图片来自《地平线:黎明时分》。



 

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