Tim has previously worked at 2K on the Bioshock series of games where he worked on graphics, consoles, and technical programming for the company. Previously, he was the Director of Graphics Foundation Team at Unity, where he led a number of teams working on scalable and performant rendering technologies that scales across all the platforms that Unity supports. Timothy Cooper is currently the Principal Graphics Engineer in the Graphics Innovation Group at Unity, focusing on developing novel rendering scalable pipelines for next-generation Unity graphics. Formerly he worked at Ubisoft developing modern high performance GPU-driven rendering pipelines for AAA console games. Sebastian Aaltonen is the lead of the Unity hybrid rendering graphics team.
We will describe the core details of the scriptable render pipeline architecture and its design principles, and how we are extending the low level rendering architecture to take advantage of improved performance through data-oriented technology stack with the hybrid renderer architecture for Unity engine.
Logan Decker, PC Gamer Magazine, February 2009 More Books: The Bookwatch, November 2008 You'll get brilliantly lucid explanations of concepts like vertex morphing and variance shadow mapping-as well as a new respect for the incredible craftsmanship that goes into today's PC games. From practical rendering for games to math and details for better interactive applications, it's not to be missed. has been completely revised and revamped for its updated third edition, which focuses on modern techniques used to generate three-dimensional images in a fraction of the time old processes took.
Gabe Newell, President, Valve, May 2008 Rendering. This latest edition is as relevant as ever, covering topics from essential mathematical foundations to advanced techniques used by today’s cutting edge games.
Reviews Rendering has been a required reference for professional graphics practitioners for nearly a decade. The authors have made the figures used in the book available for download for fair use.:Download Figures. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style. This edition discusses current, practical rendering methods used in games and other applications. With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. Thoroughly revised, this third edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second.