Rendering
Eric Lengyel
Game_Engine#
Rendering#
Projections#
Graphics#
Shading#
This second volume in the Foundations of Game Engine Development series explores the vast subject of real-time rendering in modern game engines. The book provides a detailed introduction to color science, world structure, projections, shaders, lighting, shadows, fog, and visibility methods. This is followed by extensive discussions of a variety of advanced rendering techniques that include volumetric effects, atmospheric shadowing, ambient occlusion, motion blur, and isosurface extraction. Emphasis is placed on practical implementation, and code is included.
Table of Contents
Chapter 5 Graphics Processing
Chapter 6 Projections
Chapter 7 Shading
Chapter 8 Lighting and Shadows
Chapter 9 Visibility and Occlusion
Chapter 10 Advanced Rendering
About the Author
Eric Lengyel (Ph.D. computer science, M.S. mathematics) has been a game engine developer since the 1990s and has been writing about it almost as long. He spends most of his time working on the C4 Engine and the Slug Library, but sometimes takes a break to perform new research in geometric algebra. He lives in Lincoln, California.