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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Autor principal: | |
Formato: | Electrónico eBook |
Idioma: | Inglés |
Publicado: |
Hoboken :
CRC Press,
2002.
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Temas: | |
Acceso en línea: | Texto completo |
Tabla de Contenidos:
- Front Cover
- Dedication
- Contents
- Preface
- Acknowledgments
- 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. OpenGL2.0
- 18. APIs
- IV. And Beyond
- 19. Predicting the Present
- Bibliography.