01147nam 2200373 450 991032665310332120230817180502.00-8248-8218-00-8248-8219-9(CKB)4100000008420824(WaSeSS)IndRDA00125589(EXLCZ)99410000000842082420200713h20191979 uy 0engur|||||||||||txtrdacontentcrdamediacrrdacarrierTagalog for beginners /Teresita V. Ramos and Videa de GuzmanHonolulu, Hawaii :University Press of Hawaii,2019.©19791 online resource (xlix, 688 pages)0-87022-678-9 Tagalog languageTextbooks for foreign speakersEnglishTagalog languageTextbooks for foreign speakersEnglish.499.21182421Ramos Teresita V.647534De Guzman Videa P.1935-WaSeSSWaSeSSBOOK9910326653103321Tagalog for beginners2565769UNINA03069nam 22006374a 450 991095733970332120200520144314.01-04-015796-30-429-06299-01-4398-6381-410.1201/b10623 (CKB)3400000000001883(EBL)1019604(OCoLC)811504344(SSID)ssj0000283452(PQKBManifestationID)11205298(PQKBTitleCode)TC0000283452(PQKBWorkID)10247330(PQKB)10624818(Au-PeEL)EBL1019604(CaPaEBR)ebr10158034(CaONFJC)MIL581262(OCoLC)560221241(OCoLC)1280140771(FINmELB)ELB142744(MiAaPQ)EBC1019604(EXLCZ)99340000000000188320020402d2002 uy 0engur|n|---|||||txtccrReal-time shading /Marc Olano ... [et al.]1st ed.Natick, Mass. AK Petersc20021 online resource (370 p.)Description based upon print version of record.1-56881-180-2 Includes bibliographical references (p. 323-337) and index.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 Language16. ESMTL: The Evans & Sutherland Multitexturing Language17. OpenGL2.0; 18. APIs; IV. And Beyond; 19. Predicting the Present; BibliographyThis 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 PComputer graphicsReal-time data processingComputer graphics.Real-time data processing.006.6/9Olano Marc883621MiAaPQMiAaPQMiAaPQBOOK9910957339703321Real-time shading4381775UNINA