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Advanced Lighting and Materials with Shaders Book

Advanced Lighting and Materials with Shaders
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 has a rating of 4.5 stars
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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
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  • Advanced Lighting and Materials with Shaders
  • Written by author Kelly Dempski
  • Published by Wordware Publishing, Inc., December 2004
  • 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
  • Programmable GPUs provide the processing horsepower necessary to render realistic graphics in real time, but this has put a new burden on graphics programmers. They now need to have an in-depth understanding of lights and surface propertiex before they ca
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Book Categories

Authors

Forewordxvii
Acknowledgmentsxviii
Introductionxix
Chapter 1The Physics of Light1
Introduction1
1.1The Duality of Light1
1.2Light as Particles2
1.3Light as Waves4
1.4Light as Energy7
Conclusion and Further Reading8
References8
Chapter 2Modeling Real-World Lights9
Introduction9
2.1Ideal Point Lights10
2.2Directional Lights15
2.3Area Lights17
2.4Spotlights21
2.5Global Illumination25
Conclusion28
Chapter 3Raytracing and Related Techniques29
Introduction29
3.1The Raytracing Algorithm30
3.2Extending the Raytracing Algorithm51
3.3Real-time Raytracing59
3.4Raytracing Concepts for Other Techniques60
Conclusion61
References61
Other Resources62
Chapter 4Objects and Materials63
Introduction63
4.1Plastics64
4.2Wood66
4.3Leaves and Vegetation68
4.4Metals70
4.5Concrete and Stone71
4.6Skin73
4.7Hair and Fur74
4.8Air and the Atmosphere75
4.9Transparent Materials76
4.10Paint77
4.11Worn Materials78
Conclusion79
Chapter 5Lighting and Reflectance Models81
Introduction81
5.1The Rendering Equation82
5.2Basic Illumination Definitions83
5.3Lambert's Law for Illumination84
5.4Bidirectional Reflectance Distribution Functions (BRDFs)87
5.5Diffuse Materials90
5.6Specular Materials93
5.7Diffuse Reflection Models97
5.8Specular and Metallic Reflection Models100
Conclusion106
References107
Chapter 6Implementing Lights in Shaders109
Introduction109
6.1Basic Lighting Math110
6.2Per-Vertex Warn Lights113
6.3Per-Pixel Warn Lights120
Conclusion125
References126
Other Resources126
Chapter 7Implementing BRDFs in Shaders127
Introduction127
7.1Basic Setup and Diffuse Materials128
7.2Specular Materials132
7.3Oren-Nayar Materials138
7.4Minnaert Materials143
7.5Ward Materials145
7.6Schlick Materials152
7.7Cook-Torrance Materials154
Conclusion156
References156
Chapter 8Spherical Harmonic Lighting157
Introduction157
8.1Understanding the Need for Spherical Harmonics158
8.2Spherical Harmonics Theory164
8.3Sample Implementations in OpenGL179
Conclusion and Further Reading209
References209
Chapter 9Spherical Harmonics in DirectX211
Introduction211
9.1Per-Vertex SH Data Generation with D3DX212
9.2Rendering the Per-Vertex SH Solution222
9.3SH with Cube Maps228
9.4DX SH with HDRI230
9.5Multiple Meshes/Materials232
9.6Subsurface Scattering235
9.7Simple Specular Highlights237
Conclusion242
References243
Chapter 10Toward Real-Time Radiosity245
Introduction245
10.1Radiosity Background and Theory246
10.2Radiosity Theory and Methods248
10.3Sample Implementation in OpenGL263
Conclusion264
References265
Other Resources265
Appendix ABuilding the Source Code267
Introduction267
A.1DirectX/HLSL Programs267
A.2OpenGL/CG Programs271
A.3OpenGL/GLSL Programs274
A.4OpenGL Programs278
References281
Other Resources281
Appendix BSample Raytracer Implementation283
Introduction283
B.1Design283
B.2Implementation295
B.3The Raytracing Program305
Conclusion307
References307
Appendix CThe Lighting and Shading Frameworks309
Introduction309
C.1DirectX/HLSL Framework310
C.2OpenGL/Cg Framework315
C.3OpenGL/GLSL Framework322
References327
Other Resources328
Index329


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