Real-Time Shading

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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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Editorial Reviews

From The Critics
Written for video game developers, scientists and engineers dealing with graphic models, and graphics professionals, this volume introduces the fundamentals and procedures of computer graphic shading. The authors discuss high-level shading languages such as RenderMan and present algorithms used in shading hardware. The final part of the text explores future trends. Annotation c. Book News, Inc., Portland, OR
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Product Details

  • ISBN-13: 9781568811802
  • Publisher: Taylor & Francis
  • Publication date: 7/1/2002
  • Edition description: New Edition
  • Pages: 368

Table of Contents

I Fundamentals 1
1 Introduction 3
2 Reflectance 15
3 Texturing 45
4 Procedural Shaders 75
5 Graphics Hardware 103
II Building Blocks for Shading 111
6 Texture Shading 113
7 Environment Maps for Illumination 143
8 The Texture Atlas 163
III High-Level Procedural Shading 173
9 Classifying Shaders 175
10 APST: Antialiased Parameterized Solid Texturing 183
11 Compiling Real-Time Procedural Shaders 195
12 RenderMan 211
13 Pfman: Procedural Shaders on PixelFlow 219
14 ISL: Interactive Shading Language 231
15 RTSL: The Stanford Real-Time Shading Language 239
16 ESMTL: The Evans & Sutherland Multitexturing Language 249
17 OpenGL 2.0 261
18 APIs 267
IV And Beyond 307
19 Predicting the Present 309
Bibliography 323
Index 339
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