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Real-Time Shading : Ak Peters Ser. - John Hart

Real-Time Shading

By: John Hart, Wolfgang Heidrich, Michael McCool, Marc Olano

Hardcover | 26 June 2002 | Edition Number 1

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Real-Time Shading 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 visualisation, among others. The authors include examples of techniques for efficiently achieving common effects in real-time shading language ranging from full procedural shading on advanced specialised hardware to limited, yet surprisingly flexible shading on unextended OpenGL, to modern PC graphics accelerators. Basis for a SIGGRAPH tutorial in 2002!

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