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 |
Reflectance | 15 |
Texturing | 45 |
Urheberrecht | |
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Andere Ausgaben - Alle anzeigen
Real-Time Shading Marc Olano,John Hart,Wolfgang Heidrich,Michael McCool Eingeschränkte Leseprobe - 2002 |
Real-Time Shading Marc Olano,John Hart,Wolfgang Heidrich,Michael McCool Eingeschränkte Leseprobe - 2002 |
Häufige Begriffe und Wortgruppen
algorithms angle anisotropic Annual Conference Series antialiasing applied approximation BRDF bump mapping color compiler Computer Graphics deferred shading defined dependent Texture diffuse dimensionality displacement mapping environment map example factor Figure filter fragment shader frame buffer Fresnel term geometry graphics accelerators graphics hardware 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 models 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 SMparam smShader space stack stored surface normal tangent technique texture atlas texture coordinates texture map texture shader three-dimensional tion transformation triangles tuple two-dimensional texture values vector vertex shader viewing direction
