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[null,"1.","Record Nr.",null,"UNINA9910463692803321"]
[null,null,"Titolo",null,"Real-time shading / / Marc Olano. [et al.]"]
[null,null,"Pubbl/distr/stampa",null,"Natick, Mass. : , : A.K. Peters Ltd., , 2002"]
[null,null,"ISBN",null,"0-429-06299-0"]
[{"$nulls":4},"1-4398-6381-4"]
[null,null,"Descrizione fisica",null,"1 online resource (370 p.)"]
[null,null,"Disciplina",null,"006.6/9"]
[null,null,"Soggetti",null,"Computer graphics"]
[{"$nulls":4},"Real-time data processing"]
[{"$nulls":4},"Electronic books."]
[null,null,"Lingua di pubblicazione",null,"Inglese"]
[null,null,"Formato",null,"Materiale a stampa"]
[null,null,null,"Livello bibliografico","Monografia"]
[null,null,null,"Note generali","Description based upon print version of record."]
[null,null,null,"Nota di bibliografia","Includes bibliographical references (p. 323-337) and index."]
[null,null,"Nota di contenuto",null,"Front Cover; Dedication; Contents; Preface; Acknowledgments; I. Fundamentals; 1. Introduction; 2. Reflectance; 3. Texturing; 4. Procedural Shaders; 5. Graphics Hardware; II. Building Blocks for Shading; 6. Texture Shading; 7. Environment Maps for Illumination; 8. The Texture Atlas; III. High-Level Procedural Shading; 9. Classifying Shaders; 10. APST: Antialiased Parameterized Solid Texturing; 11. Compiling Real-Time Procedural Shaders; 12. RenderMan; 13. Pfman: Procedural Shaders on PixelFlow; 14. ISL: Interactive Shading Language; 15. RTSL: The Stanford Real-Time Shading Language"]
[{"$nulls":4},"16. ESMTL: The Evans & Sutherland Multitexturing Language17. OpenGL2.0; 18. APIs; IV. And Beyond; 19. Predicting the Present; Bibliography"]
[null,null,null,"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"]