LEADER 02990oam 2200601I 450 001 9910463692803321 005 20200520144314.0 010 $a0-429-06299-0 010 $a1-4398-6381-4 024 7 $a10.1201/b10623 035 $a(CKB)3400000000001883 035 $a(EBL)1019604 035 $a(OCoLC)811504344 035 $a(SSID)ssj0000283452 035 $a(PQKBManifestationID)11205298 035 $a(PQKBTitleCode)TC0000283452 035 $a(PQKBWorkID)10247330 035 $a(PQKB)10624818 035 $a(MiAaPQ)EBC1019604 035 $a(Au-PeEL)EBL1019604 035 $a(CaPaEBR)ebr10158034 035 $a(CaONFJC)MIL581262 035 $a(OCoLC)560221241 035 $a(EXLCZ)993400000000001883 100 $a20180331d2002 uy 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 00$aReal-time shading /$fMarc Olano. [et al.] 210 1$aNatick, Mass. :$cA.K. Peters Ltd.,$d2002. 215 $a1 online resource (370 p.) 300 $aDescription based upon print version of record. 311 $a1-56881-180-2 320 $aIncludes bibliographical references (p. 323-337) and index. 327 $aFront 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 327 $a16. ESMTL: The Evans & Sutherland Multitexturing Language17. OpenGL2.0; 18. APIs; IV. And Beyond; 19. Predicting the Present; Bibliography 330 $aThis 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 606 $aComputer graphics 606 $aReal-time data processing 608 $aElectronic books. 615 0$aComputer graphics. 615 0$aReal-time data processing. 676 $a006.6/9 701 $aOlano$b Marc$0883621 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910463692803321 996 $aReal-time shading$92108436 997 $aUNINA