Real-Time Shading: 1st Edition (Paperback) book cover

Real-Time Shading

1st Edition

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

A K Peters/CRC Press

368 pages

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Paperback: 9780367447021
pub: 2020-03-31
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Hardback: 9781568811802
pub: 2002-06-26
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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.

Table of Contents

I: Fundamentals 1. Introduction 2. Reflectance 3. Texturing 4. Procedural Shaders 5. Graphics Hardware II: Building Blocks for Shading 6. Texture Shading 7. Environment Maps for Illumination 8. The Texture Atlas III: High-Level Procedural Shading 9. Classifying Shaders 10. APST: Antialiased Parameterized Solid Texturing 11. Compiling Real-Time Procedural Shaders 12. RenderMan 13. Pfman: Procedural Shaders on PixelFlow 14. ISL: Interactive Shading Language 15. RTSL: The Stanford Real-Time Shading Language 16. ESMTL: The Evans & Sutherland Multitexturing Language 17. OpenGL2.0 18. APIs IV: And Beyond 19. Predicting the Present

About the Authors

Olano, Marc; Hart, John; Heidrich, Wolfgang; McCool, Michael

Subject Categories

BISAC Subject Codes/Headings:
COMPUTERS / Computer Graphics
COMPUTERS / Programming / Games