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Foreword | xvii | |
Acknowledgments | xviii | |
Introduction | xix | |
Chapter 1 | The Physics of Light | 1 |
Introduction | 1 | |
1.1 | The Duality of Light | 1 |
1.2 | Light as Particles | 2 |
1.3 | Light as Waves | 4 |
1.4 | Light as Energy | 7 |
Conclusion and Further Reading | 8 | |
References | 8 | |
Chapter 2 | Modeling Real-World Lights | 9 |
Introduction | 9 | |
2.1 | Ideal Point Lights | 10 |
2.2 | Directional Lights | 15 |
2.3 | Area Lights | 17 |
2.4 | Spotlights | 21 |
2.5 | Global Illumination | 25 |
Conclusion | 28 | |
Chapter 3 | Raytracing and Related Techniques | 29 |
Introduction | 29 | |
3.1 | The Raytracing Algorithm | 30 |
3.2 | Extending the Raytracing Algorithm | 51 |
3.3 | Real-time Raytracing | 59 |
3.4 | Raytracing Concepts for Other Techniques | 60 |
Conclusion | 61 | |
References | 61 | |
Other Resources | 62 | |
Chapter 4 | Objects and Materials | 63 |
Introduction | 63 | |
4.1 | Plastics | 64 |
4.2 | Wood | 66 |
4.3 | Leaves and Vegetation | 68 |
4.4 | Metals | 70 |
4.5 | Concrete and Stone | 71 |
4.6 | Skin | 73 |
4.7 | Hair and Fur | 74 |
4.8 | Air and the Atmosphere | 75 |
4.9 | Transparent Materials | 76 |
4.10 | Paint | 77 |
4.11 | Worn Materials | 78 |
Conclusion | 79 | |
Chapter 5 | Lighting and Reflectance Models | 81 |
Introduction | 81 | |
5.1 | The Rendering Equation | 82 |
5.2 | Basic Illumination Definitions | 83 |
5.3 | Lambert's Law for Illumination | 84 |
5.4 | Bidirectional Reflectance Distribution Functions (BRDFs) | 87 |
5.5 | Diffuse Materials | 90 |
5.6 | Specular Materials | 93 |
5.7 | Diffuse Reflection Models | 97 |
5.8 | Specular and Metallic Reflection Models | 100 |
Conclusion | 106 | |
References | 107 | |
Chapter 6 | Implementing Lights in Shaders | 109 |
Introduction | 109 | |
6.1 | Basic Lighting Math | 110 |
6.2 | Per-Vertex Warn Lights | 113 |
6.3 | Per-Pixel Warn Lights | 120 |
Conclusion | 125 | |
References | 126 | |
Other Resources | 126 | |
Chapter 7 | Implementing BRDFs in Shaders | 127 |
Introduction | 127 | |
7.1 | Basic Setup and Diffuse Materials | 128 |
7.2 | Specular Materials | 132 |
7.3 | Oren-Nayar Materials | 138 |
7.4 | Minnaert Materials | 143 |
7.5 | Ward Materials | 145 |
7.6 | Schlick Materials | 152 |
7.7 | Cook-Torrance Materials | 154 |
Conclusion | 156 | |
References | 156 | |
Chapter 8 | Spherical Harmonic Lighting | 157 |
Introduction | 157 | |
8.1 | Understanding the Need for Spherical Harmonics | 158 |
8.2 | Spherical Harmonics Theory | 164 |
8.3 | Sample Implementations in OpenGL | 179 |
Conclusion and Further Reading | 209 | |
References | 209 | |
Chapter 9 | Spherical Harmonics in DirectX | 211 |
Introduction | 211 | |
9.1 | Per-Vertex SH Data Generation with D3DX | 212 |
9.2 | Rendering the Per-Vertex SH Solution | 222 |
9.3 | SH with Cube Maps | 228 |
9.4 | DX SH with HDRI | 230 |
9.5 | Multiple Meshes/Materials | 232 |
9.6 | Subsurface Scattering | 235 |
9.7 | Simple Specular Highlights | 237 |
Conclusion | 242 | |
References | 243 | |
Chapter 10 | Toward Real-Time Radiosity | 245 |
Introduction | 245 | |
10.1 | Radiosity Background and Theory | 246 |
10.2 | Radiosity Theory and Methods | 248 |
10.3 | Sample Implementation in OpenGL | 263 |
Conclusion | 264 | |
References | 265 | |
Other Resources | 265 | |
Appendix A | Building the Source Code | 267 |
Introduction | 267 | |
A.1 | DirectX/HLSL Programs | 267 |
A.2 | OpenGL/CG Programs | 271 |
A.3 | OpenGL/GLSL Programs | 274 |
A.4 | OpenGL Programs | 278 |
References | 281 | |
Other Resources | 281 | |
Appendix B | Sample Raytracer Implementation | 283 |
Introduction | 283 | |
B.1 | Design | 283 |
B.2 | Implementation | 295 |
B.3 | The Raytracing Program | 305 |
Conclusion | 307 | |
References | 307 | |
Appendix C | The Lighting and Shading Frameworks | 309 |
Introduction | 309 | |
C.1 | DirectX/HLSL Framework | 310 |
C.2 | OpenGL/Cg Framework | 315 |
C.3 | OpenGL/GLSL Framework | 322 |
References | 327 | |
Other Resources | 328 | |
Index | 329 |
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Add Advanced Lighting and Materials with Shaders, 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 ex, Advanced Lighting and Materials with Shaders to the inventory that you are selling on WonderClubX
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Add Advanced Lighting and Materials with Shaders, 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 ex, Advanced Lighting and Materials with Shaders to your collection on WonderClub |