gptkbp:instance_of
|
gptkb:book
|
gptkbp:bfsLayer
|
5
|
gptkbp:bfsParent
|
gptkb:Eric_Haines
|
gptkbp:author
|
gptkb:Eric_Haines
gptkb:Tomas_Akenine-Möller
gptkb:Naty_Hoffman
|
gptkbp:available_formats
|
gptkb:PDF
gptkb:book
hardcover
|
gptkbp:contains
|
gptkb:painting
gptkb:physicist
tutorials
algorithms
case studies
exercises
practical applications
examples
|
gptkbp:discusses
|
gptkb:software
performance optimization
texture mapping
animation techniques
lighting models
geometry processing
shading techniques
hardware considerations
|
gptkbp:focus
|
real-time rendering methods
|
gptkbp:has_color
|
gptkb:battle
|
gptkbp:has_written
|
gptkb:battle
|
https://www.w3.org/2000/01/rdf-schema#label
|
Real-Time Rendering, 3rd Edition
|
gptkbp:influenced_by
|
gptkb:academic_research
industry practices
previous editions
|
gptkbp:is_cited_in
|
research papers
|
gptkbp:isbn
|
978-1138621824
|
gptkbp:key
|
gptkb:battle
|
gptkbp:language
|
English
|
gptkbp:next_edition
|
gptkb:3rd
|
gptkbp:page_count
|
800
|
gptkbp:provides
|
gptkb:municipality
gptkb:resources
insights
best practices
|
gptkbp:published_year
|
gptkb:2018
|
gptkbp:publisher
|
gptkb:AK_Peters/_CRC_Press
|
gptkbp:related_to
|
gptkb:computer_science
gptkb:museum
game development
3 D graphics
|
gptkbp:subject
|
gptkb:technology
rendering techniques
|
gptkbp:target_audience
|
gptkb:University
professionals
|
gptkbp:used_in
|
academic courses
|
gptkbp:user_reviews
|
positive
|