Real-Time ShadingTaylor & Francis, 26.06.2002 - 346 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 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. |
Inhalt
Fundamentals | 1 |
The Evans Sutherland Multitexturing Language | 16 |
Texturing | 45 |
Urheberrecht | |
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Real-Time Shading Marc Olano,John Hart,Wolfgang Heidrich,Michael McCool Eingeschränkte Leseprobe - 2002 |
Real-Time Shading Marc Olano,John Hart,Michael McCool,Wolfgang Heidrich Keine Leseprobe verfügbar - 1920 |
Häufige Begriffe und Wortgruppen
algorithms angle anisotropic antialiasing approximation Ashikhmin BRDF bump mapping compiler defined dependent Texture diffuse displacement mapping environment map Equation example factor Figure fragment frame buffer Fresnel term geometry graphics accelerators graphics hardware illumination implementation input integral 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 models procedural shading procedural texture rasterization real-time shading reflectance model rendering passes RenderMan samples shading language shading model shading parameters shadow map smShader solid texture coordinates space specular reflection stack stored surface frame surface normal tangent technique testbed texels texture atlas texture coordinates texture map texture shader tion transformation triangles two-dimensional texture uniform float values vector vertex shader viewing direction