Real-Time Collision Detection (The Morgan Kaufmann Series in Interactive 3-D Technology) by Christer Ericson |
by Hubert Nguyen
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I. Fundamentals: A concise introduction to the science of shading, lighting, and texturing, and the structure of modern graphics hardware.
II. Building Blocks for Shading: Describes algorithms and useful approximationsto the fundamental techniques. Documents usual (and unusual) uses of texture coordinates, image compositing, and environment maps.
III. High-Level Procedural Shading: Reviews all real-time shading languages and compilers available, as well as shading APIs.
IV. And Beyond: Considers future developments in shading hardware and their implications for real-time shading. AUTHORBIO: Marc Olano is currently at SGI (Silicon 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.
Wolfgang Heidrich is a faculty member of the Computer Science Department at The University of British Columbia.
Michael McCool is an Associate Professor in the Computer Graphics Lab within the Department of Computer Science at the University of Waterloo.
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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