Real-time shading /
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 scien...
Clasificación: | Libro Electrónico |
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Otros Autores: | |
Formato: | Electrónico eBook |
Idioma: | Inglés |
Publicado: |
Natick, Mass. :
AK Peters,
©2002.
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Temas: | |
Acceso en línea: | Texto completo |
Tabla de Contenidos:
- I. Fundamentals. 1. Introduction. 2. Reflectance. 3. Texturing. 4. Procedural Shaders. 5. Graphics Hardware
- II. Building Blocks for Shading. 6. Texture Shading. 7. Environment Maps for Illumination. 8. The Texture Atlas
- III. High-Level Procedural Shading. 9. Classifying Shaders. 10. APST: Antialiased Parameterized Solid Texturing. 11. Compiling Real-Time Procedural Shaders. 12. RenderMan. 13. Pfman: Procedural Shaders on PixelFlow. 14. ISL: Interactive Shading Language. 15. RTSL: The Stanford Real-Time Shading Language. 16. ESMTL: The Evans & Sutherland Multitexturing Language. 17. OpenGL 2.0. 18. APIs
- IV. And Beyond. 19. Predicting the Present.