Cantitate/Preț
Produs

Real-Time Shading

Autor Marc Olano, John Hart, Wolfgang Heidrich, Michael McCool
en Limba Engleză Paperback – 30 iun 2020
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 PC graphics accelerators.
Citește tot Restrânge

Toate formatele și edițiile

Toate formatele și edițiile Preț Express
Paperback (1) 34224 lei  6-8 săpt.
  CRC Press – 30 iun 2020 34224 lei  6-8 săpt.
Hardback (1) 73498 lei  6-8 săpt.
  CRC Press – 26 iun 2002 73498 lei  6-8 săpt.

Preț: 34224 lei

Preț vechi: 44107 lei
-22% Nou

Puncte Express: 513

Preț estimativ în valută:
6550 6827$ 5453£

Carte tipărită la comandă

Livrare economică 06-20 ianuarie 25

Preluare comenzi: 021 569.72.76

Specificații

ISBN-13: 9780367447021
ISBN-10: 0367447029
Pagini: 376
Dimensiuni: 152 x 229 mm
Greutate: 0.6 kg
Ediția:1
Editura: CRC Press
Colecția A K Peters/CRC Press

Public țintă

Professional Practice & Development

Notă biografică

Olano, Marc; Hart, John; Heidrich, Wolfgang; McCool, Michael

Cuprins

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 Language 17. OpenGL2.0 18. APIs IV: And Beyond 19. Predicting the Present

Descriere

This book serves as a primer and a repository for the off-the-wall algorithms and techniques, and is an instrument that those in computer graphics, who may have felt the field has past them by, can use as a tutorial to catch back up. It is helpful for anyone who wants to use real-timeshading.