Real-Time ShadingCRC Press, 26.06.2002 - 368 Seiten 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 inc |
Inhalt
I Fundamentals | 1 |
II Building Blocks for Shading | 111 |
III HighLevel Procedural Shading | 173 |
IV And Beyond | 307 |
| 323 | |
Andere Ausgaben - Alle anzeigen
Real-Time Shading Marc Olano,John Hart,Wolfgang Heidrich,Michael McCool Eingeschränkte Leseprobe - 2002 |
Häufige Begriffe und Wortgruppen
algorithms angle anisotropic antialiasing applied approximation BRDF bump mapping color compiler complex Computer Graphics defined diffuse dimensionality displacement mapping environment map example factor Figure filter fragment shader frame buffer Fresnel term geometry graphics accelerators graphics hardware high-level illumination implementation input integral interface interpolation lighting model linear lobe logical model look-up matrix MIP-map multipass multitexture node noise function object OpenGL OpenGL Shader operations parameterization per-pixel Perlin noise pfman Phong model pipeline pixel shader PixelFlow polygon precomputed prefiltered primitive procedural shading procedural texture radiance rasterization real-time shading reflectance model register combiners RenderMan RTSL samples shader programs shading language shading model shading parameters SIGGRAPH SmExpr solid texture space specular reflection stack stored surface frame surface normal tangent technique testbed texture atlas texture coordinates texture map texture shader three-dimensional tion transformation triangles tuple two-dimensional texture values vector vertex shader viewing direction
