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 efficiently in
achieving common effects 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.
Basis for a SIGGRAPH tutorial in 2002!
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