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Core Techniques and Algorithms in Game Programming
book

Core Techniques and Algorithms in Game Programming

by Daniel Sánchez-Crespo Dalmau
September 2003
Intermediate to advanced
888 pages
19h 38m
English
New Riders
Content preview from Core Techniques and Algorithms in Game Programming

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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Publisher Resources

ISBN: 0131020099Purchase book