March 2005
Intermediate to advanced
880 pages
18h 59m
English

Programmable vertex and fragment shaders have proven to be powerful additions to the OpenGL and Direct3D rendering pipelines. Beyond its expected uses in traditional graphics applications, this programmability has also enabled entirely new classes of GPU-based algorithms for image creation and analysis. This part of the book focuses on these kinds of image-oriented GPGPU techniques.
Hardware-assisted texture mapping is a key part of the modern graphics pipeline. Texture mapping on the GPU normally requires that objects be parameterized with texture coordinates, which can be difficult with certain types of models. ...
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