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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 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!
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.
This landmark book is the first to describe HDRI technology in
its entirety and covers a wide-range of topics, from capture
devices to tone reproduction and image-based lighting. The
techniques described enable you to produce images that have a
dynamic range much closer to that found in the real world, leading
to an unparalleled visual experience. As both an introduction to
the field and an authoritative technical reference, it is essential
to anyone working with images, whether in computer graphics, film,
video, photography, or lighting design.
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