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Real-Time Shading
 
 
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Real-Time Shading [Hardcover]

Marc Olano (Author), John Hart (Author), Wolfgang Heidrich (Author), Michael McCool (Editor)

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Book Description

1568811802 978-1568811802 July 2002 1st
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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About the Author

Marc Olano is currently at SGI (Silicon Graphics), a company well-known for real high-end graphics. He received his Ph.D from the University of North Carolina. John C. Hart is an Associate Professor in the Department of Computer Science at the University of Illinois Urbana-Champaign. His research area is computer graphics, focusing on geometric modeling and procedural shading. Wolfgang Heidrich is on the computer science faculty at The University of British Columbia. His research interests include interactive computer graphics, shading and lighting, hardware-accelerated rendering, image-based modeling and measurements. Michael McCool is an Associate Professor in the Computer Graphics Lab within the Department of Computer Science at the University of Waterloo. Current research interests include high-quality real-time rendering, global and local illumination, hardware shaders and other hardware algorithms, reconfigurable computing, interval and Monte Carlo methods and applications, enduser programming and metaprogramming, and image and signal processing.

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Inside This Book (learn more)
First Sentence:
Procedural shading and real-time rendering have long been considered to be at opposite ends of the quality/interactivity spectrum. Read the first page
Key Phrases - Statistically Improbable Phrases (SIPs): (learn more)
local surface frame, shading extensions, shader expression, texture atlas, shading compilers, prefiltered environment map, computational frequencies, shader definition, footprint assembly, logical model diagrams, computational frequency, shader operations, procedural shaders, texture shader, shader instance, shading parameters, spherical environment maps, procedural shading, texture magnification, parabolic map, shading language, specular lobe, using hardware acceleration, shader parameters, register combiners
Key Phrases - Capitalized Phrases (CAPs): (learn more)
Compiler Tools, Procedural Shaders Figure, Texture Shading Figure, University of North Carolina, Environment Map Interpolation, Light Figure, Physical Plausibility
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