Section V
Rendering
Rendering is the generation of an image, given a scene description of geometry, materials,
lights, and a camera. It is made up of two areas: nding visible surfaces and shading.
Shading is the simulation of material and light to produce a color and is the primary topic
of chapters in this section.
A common theme throughout this section is WebGL implementations of algorithms
traditionally implemented in more feature-rich desktop graphics APIs—and how to get
the best possible performance out of them. is can be something as simple as how to
implement packing in GLSL, despite its lack of bitwise operators, to how to do volumet-
ric rendering without 3D textures to simulating EXT_shader_texture_lod with
octahedral environment ...