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|a Real-time shading /
|c Marc Olano [and others].
|
260 |
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|a Natick, Mass. :
|b AK Peters,
|c ©2002.
|
300 |
|
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|a 1 online resource (xxi, 346 pages) :
|b illustrations (some color)
|
336 |
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|a text
|b txt
|2 rdacontent
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|a computer
|b c
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|a online resource
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|a Includes bibliographical references (pages 323-337) and index.
|
588 |
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|a Print version record.
|
505 |
0 |
0 |
|g I.
|t Fundamentals.
|g 1.
|t Introduction.
|g 2.
|t Reflectance.
|g 3.
|t Texturing.
|g 4.
|t Procedural Shaders.
|g 5.
|t Graphics Hardware --
|g II.
|t Building Blocks for Shading.
|g 6.
|t Texture Shading.
|g 7.
|t Environment Maps for Illumination.
|g 8.
|t The Texture Atlas --
|g III.
|t High-Level Procedural Shading.
|g 9.
|t Classifying Shaders.
|g 10.
|t APST: Antialiased Parameterized Solid Texturing.
|g 11.
|t Compiling Real-Time Procedural Shaders.
|g 12.
|t RenderMan.
|g 13.
|t Pfman: Procedural Shaders on PixelFlow.
|g 14.
|t ISL: Interactive Shading Language.
|g 15.
|t RTSL: The Stanford Real-Time Shading Language.
|g 16.
|t ESMTL: The Evans & Sutherland Multitexturing Language.
|g 17.
|t OpenGL 2.0.
|g 18.
|t APIs --
|g IV.
|t And Beyond.
|g 19.
|t Predicting the Present.
|
506 |
|
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|3 Use copy
|f Restrictions unspecified
|2 star
|5 MiAaHDL
|
533 |
|
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|a Electronic reproduction.
|b [Place of publication not identified] :
|c HathiTrust Digital Library,
|d 2010.
|5 MiAaHDL
|
538 |
|
|
|a Master and use copy. Digital master created according to Benchmark for Faithful Digital Reproductions of Monographs and Serials, Version 1. Digital Library Federation, December 2002.
|u http://purl.oclc.org/DLF/benchrepro0212
|5 MiAaHDL
|
583 |
1 |
|
|a digitized
|c 2010
|h HathiTrust Digital Library
|l committed to preserve
|2 pda
|5 MiAaHDL
|
520 |
|
|
|a This book covers real-time shading systems, their design and how they work. Procedural shading, long valued for off-line rendering and production animation is now possible on interactive graphics hardware. These developments are important for areas such as game development, product design, and scientific visualization, among others. The authors include examples of techniques for achieving common effects efficiently in a real-time shading language ranging from full procedural shading on advanced specialized hardware to limited, yet surprisingly flexible shading on unextended OpenGL, to modern P.
|
546 |
|
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|a English.
|
590 |
|
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|a eBooks on EBSCOhost
|b EBSCO eBook Subscription Academic Collection - Worldwide
|
650 |
|
0 |
|a Computer graphics.
|
650 |
|
0 |
|a Real-time data processing.
|
650 |
|
2 |
|a Computer Graphics
|
650 |
|
6 |
|a Infographie.
|
650 |
|
6 |
|a Temps réel (Informatique)
|
650 |
|
7 |
|a computer graphics.
|2 aat
|
650 |
|
7 |
|a COMPUTERS
|x Image Processing.
|2 bisacsh
|
650 |
|
7 |
|a COMPUTERS
|x Digital Media
|x Graphics Applications.
|2 bisacsh
|
650 |
|
7 |
|a PHOTOGRAPHY
|x Techniques
|x Digital.
|2 bisacsh
|
650 |
|
7 |
|a TECHNOLOGY & ENGINEERING
|x Imaging Systems.
|2 bisacsh
|
650 |
|
7 |
|a Computer graphics.
|2 fast
|0 (OCoLC)fst00872119
|
650 |
|
7 |
|a Real-time data processing.
|2 fast
|0 (OCoLC)fst01091219
|
650 |
|
7 |
|a Echtzeitbildverarbeitung
|2 gnd
|
700 |
1 |
|
|a Olano, Marc.
|
776 |
0 |
8 |
|i Print version:
|t Real-time shading.
|d Natick, Mass. : AK Peters, ©2002
|w (DLC) 2002066286
|w (OCoLC)49611048
|
856 |
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