ABSTRACT

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 inc

part I|2 pages

Fundamentals

chapter 1|12 pages

Introduction

chapter 2|30 pages

Reflectance

chapter 3|30 pages

Texturing

chapter 4|28 pages

Procedural Shaders

chapter 5|8 pages

Graphics Hardware

part II|2 pages

Building Blocks for Shading

chapter 6|30 pages

Texture Shading

chapter 7|20 pages

Environment Maps for Illumination

chapter 8|10 pages

The Texture Atlas

part III|2 pages

High-Level Procedural Shading

chapter 9|8 pages

Classifying Shaders

chapter 11|16 pages

Compiling Real-Time Procedural Shaders

chapter 12|8 pages

RenderMan

chapter 13|12 pages

Pfman: Procedural Shaders on PixelFlow

chapter 14|8 pages

ISL: Interactive Shading Language

chapter 17|6 pages

OpenGL2.0

chapter 18|40 pages

APIs

part IV|2 pages

And Beyond

chapter 19|14 pages

Predicting the Present