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.
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algorithms angle anisotropic Annual Conference Series antialiasing applied approximation BRDF bump mapping color compiler Computer Graphics Computer Graphics Proceedings defined diffuse dimensionality displacement mapping environment map example factor Figure filter fragment shader frame buffer Fresnel term geometry graphics accelerators graphics hardware illumination implementation input intentionally left blank interface interpolation lighting model linear lobe logical model lookup 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 shading language shading model shading parameters SIGGRAPH SmExpr SmShader solid texture specular reflection stack stored surface normal tangent technique testbed texture atlas texture coordinates texture map texture shader tion transformation triangles tuple two-dimensional texture values vector vertex shader viewing direction