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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.
List of contents
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. OpenGL2.0 18. APIs IV: And Beyond 19. Predicting the Present
About the author
John Hart, geb. 1965 in North Carolina, arbeitete als Rechtsanwalt, bevor er sich seinen Traum erfüllte und seinen ersten Roman schrieb. John Hart lebt mit seiner Frau und seinen beiden Töchtern in Rowan County, North Carolina.
Summary
This book serves as a primer and a repository for the off-the-wall algorithms and techniques, and is an instrument that those in computer graphics, who may have felt the field has past them by, can use as a tutorial to catch back up. It is helpful for anyone who wants to use real-timeshading.