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This second volume in the Foundations of Game Engine Development series explores the vast subject of realtime 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.
⚠️ WARNING (California Proposition 65):
This product may contain chemicals known to the State of California to cause cancer,
birth defects, or other reproductive harm.
Q: What topics are covered in Foundations of Game Engine Development, Volume 2?A: This book covers a variety of topics related to real-time rendering in modern game engines, including color science, world structure, projections, shaders, lighting, shadows, fog, and visibility methods, along with advanced techniques like volumetric effects and ambient occlusion.
Q: Who is the author of this book?A: The author of Foundations of Game Engine Development, Volume 2 is Eric Lengyel.
Q: What is the page count of this book?A: The book contains a total of 412 pages.
Q: What is the binding type of this book?A: Foundations of Game Engine Development, Volume 2 is available in paperback binding.
Q: When was this book published?A: The book was published on July 26, 2019.
Q: Is this book suitable for beginners in game development?A: While the book provides a detailed introduction to rendering, it may be more suitable for those with some foundational knowledge in game development due to its in-depth exploration of advanced techniques.
Q: Are there practical implementations included in the book?A: Yes, the book emphasizes practical implementation and includes code examples to help readers apply the concepts discussed.
Q: What is the main focus of this volume in the series?A: The main focus of this volume is on real-time rendering techniques and their applications in modern game engines.
Q: Does this book include discussions on lighting techniques?A: Yes, the book includes extensive discussions on various lighting techniques, including shadows and fog.
Q: Can this book be used as a reference for advanced rendering techniques?A: Yes, this book serves as a comprehensive reference for advanced rendering techniques, making it useful for both students and professionals in the field.
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