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Real-time shading
Real-time shading
Date: 15 Mar 2009, 02:25
diva href="http://pixhost.ws/avaxhome/big_show.php?/avaxhome/45/ae/000bae45.jpeg"img src="http://pixhost.ws/avaxhome/45/ae/000bae45_medium.jpeg"/a/divbr divb Real-Time Shading /bbr Publisher: AK Peters | Pages: 368 | 2002-07 | ISBN 1568811802 | CHM | 15 MB/divbr Game developers, scientists, engineers, and graphics professionals will find techniques in this book’s four usable sections:br br I. Fundamentals: A concise introduction to the science of shading, lighting, and texturing, and the structure of modern graphics hardware.br II. Building Blocks for Shading: Describes algorithms and useful approximationsto the fundamental techniques. Documents usual (and unusual) uses of texture coordinates, image compositing, and environment maps.br III. High-Level Procedural Shading: Reviews all real-time shading languages and compilers available, as well as shading APIs.br IV. And Beyond: Considers future developments in shading hardware and their implications for real-time shading. AUTHORBIO: Marc Olano is currently at SGI (Silicon Graphics). He received his Ph.D. from the University of North Carolina.


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