1.

Record Nr.

UNISA990000441210203316

Autore

CAPRA, Fritjof

Titolo

Verso una nuova saggezza : conversazioni con Gregory Bateson, Indira Gandhi, Werner Heisenberg, Krishnamurti ... / Fritjof Capra ; <traduzione dall'inglese di Libero Sosio>

Pubbl/distr/stampa

Milano : Feltrinelli, 1993

ISBN

88-07-81082-4

Edizione

[3 ed.]

Descrizione fisica

303 p. ; 22 cm

Collana

Universale econoica Feltrinelli ; 1082

Soggetti

Scienze e filosofia

Collocazione

II.1.D. 562(VARIE COLL. 21/1082)

II.1.D. 562a(VARIE COLL. 21/1082BIS)

II.1.D. 562b(Varie coll. 21/1082 A)

Lingua di pubblicazione

Italiano

Formato

Materiale a stampa

Livello bibliografico

Monografia



2.

Record Nr.

UNINA9910788962303321

Titolo

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

Pubbl/distr/stampa

Natick, Mass. : , : A.K. Peters Ltd., , 2002

ISBN

0-429-06299-0

1-4398-6381-4

Descrizione fisica

1 online resource (370 p.)

Altri autori (Persone)

OlanoMarc

Disciplina

006.6/9

Soggetti

Computer graphics

Real-time data processing

Lingua di pubblicazione

Inglese

Formato

Materiale a stampa

Livello bibliografico

Monografia

Note generali

Description based upon print version of record.

Nota di bibliografia

Includes bibliographical references (p. 323-337) and index.

Nota di contenuto

Front Cover; Dedication; Contents; Preface; Acknowledgments; 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 Language17. OpenGL2.0; 18. APIs; IV. And Beyond; 19. Predicting the Present; Bibliography

Sommario/riassunto

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 P