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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.
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