Real-time shading

Marc Olano, John C. Hart, Wolfgang Heidrich, Michael McCool

Research output: Book/ReportBook

Abstract

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.

Original languageEnglish (US)
PublisherCRC Press
Number of pages338
ISBN (Electronic)9781439863817
ISBN (Print)9781568811802
StatePublished - Jan 1 2002
Externally publishedYes

Fingerprint

Hardware
Data visualization
Real time systems
Animation
Product design
Particle accelerators
Rendering (computer graphics)

ASJC Scopus subject areas

  • Computer Science(all)

Cite this

Olano, M., Hart, J. C., Heidrich, W., & McCool, M. (2002). Real-time shading. CRC Press.

Real-time shading. / Olano, Marc; Hart, John C.; Heidrich, Wolfgang; McCool, Michael.

CRC Press, 2002. 338 p.

Research output: Book/ReportBook

Olano, M, Hart, JC, Heidrich, W & McCool, M 2002, Real-time shading. CRC Press.
Olano M, Hart JC, Heidrich W, McCool M. Real-time shading. CRC Press, 2002. 338 p.
Olano, Marc ; Hart, John C. ; Heidrich, Wolfgang ; McCool, Michael. / Real-time shading. CRC Press, 2002. 338 p.
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