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A01=John Hart
A01=Marc Olano
A01=Michael McCool
A01=Wolfgang Heidrich
advanced graphics APIs
Age Group_Uncategorized
Age Group_Uncategorized
Author_John Hart
Author_Marc Olano
Author_Michael McCool
Author_Wolfgang Heidrich
automatic-update
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Category1=Non-Fiction
Category=UG
Category=UMK
computer graphics
coordinates
COP=United Kingdom
Delivery_Pre-order
Environment Maps
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eq_computing
eq_isMigrated=2
eq_nobargain
eq_non-fiction
Fragment Shaders
Frame Buffer
graphics
Graphics Accelerator
Graphics Hardware
hardware
High Level Shading Language
interactive rendering
Isl
language
Language_English
Lighting Model
map
Noise Function
OpenGL Shader
PA=Temporarily unavailable
Phong Model
Pixel Shader
Price_€50 to €100
procedural
Procedural Shading
PS=Active
Real Time Shading
real-time procedural shader techniques
Reflection Vector
RGB
scientific visualisation
shader
shader optimisation
Shader Program
Shading Languages
softlaunch
Solid Texture
Summed Area Table
texture
Texture Coordinates
Texture Map
Texture Shader
Uniform Float
vertex
Vertex Shaders
visual effects programming

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

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