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Core Techniques and Algorithms in Game Programming by Daniel Sánchez-Crespo Dalmau

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Chapter 17. Shading

 

“I paint objects as I think them, not as I see them.”

 
 --Pablo Picasso

KEY TOPICS

  • Real-World Illumination

  • Light Mapping

  • The BRDF

  • Nonphotorealistic Rendering

  • In Closing

Real-world objects and scenarios are not only defined by their geometry, shape, and structure. We are also very sensitive to the look and texture, and how light interacts with the different materials. Imagine a beach with no sand texture or a wavy sea that did not reflect sunlight properly. A huge part of an object's essence lies within its shading properties, and that is what this chapter is all about.

In computer graphics, shading is a very broad term used to represent all the processes involved in assigning colors to pixels, which in turn represent geometry. Shading ...

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