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Real-time shading [electronic resource] / Marc Olano ... [et al.].

Contributor(s): Olano, Marc.
Material type: TextTextPublisher: Natick, Mass. : AK Peters, c2002Description: 1 online resource (xxi, 346 p.) : ill. (some col.).ISBN: 9781568811802; 1568811802; 9781439863817 (electronic bk.); 1439863814 (electronic bk.).Subject(s): Computer graphics | Real-time data processing | Electronic books | Infographie | Temps r�eel | Echtzeitbildverarbeitung | COMPUTERS / Image Processing | COMPUTERS / Digital Media / Graphics Applications | PHOTOGRAPHY / Techniques / Digital | TECHNOLOGY & ENGINEERING / Imaging SystemsGenre/Form: Electronic books.Additional physical formats: Print version:: Real-time shading.DDC classification: 006.6/9 Other classification: DAT 757f | DAT 758f Online resources: EBSCOhost
Fundamentals. Introduction. Reflectance. Texturing. Procedural Shaders. Graphics Hardware -- Building Blocks for Shading. Texture Shading. Environment Maps for Illumination. The Texture Atlas -- High-Level Procedural Shading. Classifying Shaders. APST: Antialiased Parameterized Solid Texturing. Compiling Real-Time Procedural Shaders. RenderMan. Pfman: Procedural Shaders on PixelFlow. ISL: Interactive Shading Language. RTSL: The Stanford Real-Time Shading Language. ESMTL: The Evans & Sutherland Multitexturing Language. OpenGL 2.0. APIs -- And Beyond. Predicting the Present.
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Includes bibliographical references (p. 323-337) and index.

Description based on print version record.

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. OpenGL 2.0. 18. APIs -- IV. And Beyond. 19. Predicting the Present.

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Real-time shading ©2002
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