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English
CRC Press
30 June 2020
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 PC graphics accelerators.

By:   , , ,
Imprint:   CRC Press
Country of Publication:   United Kingdom
Dimensions:   Height: 229mm,  Width: 152mm, 
Weight:   453g
ISBN:   9780367447021
ISBN 10:   0367447029
Pages:   376
Publication Date:  
Audience:   Professional and scholarly ,  Undergraduate
Format:   Paperback
Publisher's Status:   Active
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

Olano, Marc; Hart, John; Heidrich, Wolfgang; McCool, Michael

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