Regular price €70.99
A01=John Hart
A01=Marc Olano
A01=Michael McCool
A01=Wolfgang Heidrich
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Age Group_Uncategorized
Author_John Hart
Author_Marc Olano
Author_Michael McCool
Author_Wolfgang Heidrich
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Category1=Non-Fiction
Category=UG
Category=UMK
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COP=United Kingdom
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Environment Maps
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Fragment Shaders
Frame Buffer
graphics
Graphics Accelerator
Graphics Hardware
hardware
High Level Shading Language
Isl
language
Language_English
Lighting Model
map
Noise Function
OpenGL Shader
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Phong Model
Pixel Shader
Price_€50 to €100
procedural
Procedural Shading
PS=Active
Real Time Shading
Reflection Vector
RGB
shader
Shader Program
Shading Languages
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Solid Texture
Summed Area Table
texture
Texture Coordinates
Texture Map
Texture Shader
Uniform Float
vertex
Vertex Shaders

Product details

  • ISBN 9780367447021
  • Weight: 453g
  • Dimensions: 152 x 229mm
  • Publication Date: 30 Jun 2020
  • Publisher: Taylor & Francis Ltd
  • Publication City/Country: GB
  • Product Form: Paperback
  • Language: English
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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.
Olano, Marc; Hart, John; Heidrich, Wolfgang; McCool, Michael