This book is all about extremes. It describes lighting and materials in very simple terms and then proceeds to list the complex equations involved. There doesn't seem to be any middle ground. I understand that metal is shiny and that tree bark is rough and bumpy. But going from that to the compl
Advanced Lighting and Materials with Shaders
โ Scribed by Kelly Dempski, Emmanuel Viale
- Publisher
- Wordware Publishing
- Year
- 2004
- Tongue
- English
- Leaves
- 361
- Category
- Library
No coin nor oath required. For personal study only.
โฆ Synopsis
The world around us is filled with subtle lighting effects, but until recently it was not possible to duplicate these real-world effects in computer games because of the limits of consumer graphics hardware. Advanced Lighting and Materials with Shaders explains the principles of lighting theory and discusses how to create realistic lighting that takes full advantage of the capabilities of modern hardware. Topics include the physics of light, raytracing and related techniques, objects and materials, lighting and reflectance models, implementing lights in shaders, spherical harmonic lighting, spherical harmonics in DirectX, and real-time radiosity. Upon reading this text, you will: Understand the underlying physics of light and energy. Learn about the visual features of different materials and how they can be modeled for real-time graphics. Find out about the different lighting models. Discover how real-time techniques compare to ray tracing. Learn to use the provided shader implementations to implement lights and realistic materials in real time.
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Its hard for me to treat the books of this series separately (ShaderX 3, ShaderX 4, ShaderX 5). They are all very good books of GPU-Gems level or higher. In comparison with GPU Gems, they are more academic, i. e. they are rather short and more applicable to wide range of applications then GPU Gems o