January 2003
Intermediate to advanced
424 pages
8h 1m
English
The Morgan Kaufmann Series in Computer Graphics and Geometric Modeling
CRITICAL ACCLAIM FOR: Real-Time Shader Programming!
WHAT YOU’LL LEARN FROM THIS BOOK
CREATING NORMALS OUT OF GEOMETRY
MATHEMATICS OF COLOR IN COMPUTER GRAPHICS
Chapter 3: MATHEMATICS OF LIGHTING AND SHADING
TRADITIONAL 3D HARDWARE-ACCELERATED LIGHTING MODELS
PHYSICALLY BASED SURFACE MODELS
THE BIDIRECTIONAL REFLECTANCE DISTRIBUTION FUNCTION (BRDF)
NONPHOTOREALISTIC RENDERING (NPR)
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