Preface |
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xv | |
Acknowledgments |
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xix | |
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1 | (110) |
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3 | (12) |
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4 | (2) |
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4 | (1) |
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5 | (1) |
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1.2 Representations of Shading |
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6 | (4) |
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1.2.1 Parameterized Analytical Shading Models |
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6 | (1) |
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6 | (2) |
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1.2.3 Textures and Sampled Representations |
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8 | (2) |
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1.3 A Grammatical Model for Shading Pipelines |
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10 | (5) |
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1.3.1 Gouraud Interpolation |
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12 | (1) |
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12 | (3) |
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15 | (30) |
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2.1 BRDFs and Lighting Models |
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16 | (5) |
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2.2 Physical Plausibility |
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21 | (3) |
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2.2.1 Energy Conservation |
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22 | (1) |
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23 | (1) |
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2.3 Isotropy and Anisotropy |
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24 | (1) |
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2.4 Surface Coordinate Conventions |
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25 | (3) |
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2.5 Basic Reflection Models |
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28 | (5) |
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28 | (1) |
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2.5.2 Specular Reflection |
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29 | (1) |
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30 | (3) |
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2.6 Phenomological Reflectance Models |
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33 | (4) |
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33 | (1) |
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2.6.2 Modified Phong Model |
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34 | (1) |
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34 | (1) |
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2.6.4 Lafortune Generalized Phong Model |
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35 | (1) |
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2.6.5 Banks Anisotropic Model |
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36 | (1) |
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2.7 Physically Based Models |
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37 | (8) |
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2.7.1 Cook-Torrance Model |
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39 | (3) |
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42 | (3) |
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45 | (30) |
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45 | (3) |
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3.2 Shading Techniques Based on Texture Mapping |
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48 | (11) |
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3.2.1 Ambient and Diffuse Textures |
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48 | (1) |
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49 | (5) |
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54 | (1) |
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55 | (3) |
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58 | (1) |
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3.3 Image Texture Antialiasing |
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59 | (8) |
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3.3.1 Texture Magnification |
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61 | (2) |
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3.3.2 Texture Prefiltering for Minification |
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63 | (4) |
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67 | (1) |
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68 | (1) |
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69 | (6) |
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71 | (1) |
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3.6.2 A Multipass Implementation |
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72 | (3) |
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75 | (28) |
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75 | (2) |
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4.2 Procedural Shading Testbeds |
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77 | (2) |
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79 | (2) |
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4.4 Elements of Procedural Shaders |
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81 | (19) |
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83 | (1) |
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84 | (3) |
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87 | (3) |
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90 | (1) |
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91 | (1) |
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92 | (2) |
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94 | (2) |
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4.4.8 Volume and Atmospheric Effects |
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96 | (1) |
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4.4.9 Image Warping and Filtering |
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97 | (1) |
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4.4.10 Shading Capabilities |
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98 | (2) |
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100 | (3) |
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4.5.1 Analytical Filtering |
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101 | (1) |
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4.5.2 Frequency Attenuation |
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101 | (1) |
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102 | (1) |
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103 | (8) |
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5.1 Graphics Accelerators |
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103 | (1) |
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5.2 Programmable Shading Hardware |
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104 | (2) |
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106 | (1) |
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106 | (2) |
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5.4.1 Dependent Texturing |
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107 | (1) |
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108 | (1) |
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5.6 Logical Models for Consumer Hardware |
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108 | (3) |
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II Building Blocks for Shading |
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111 | (62) |
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113 | (30) |
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115 | (1) |
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6.2 Parameterization and Interpolation |
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116 | (2) |
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118 | (1) |
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6.4 Factored Multitexture Models |
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119 | (5) |
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124 | (7) |
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125 | (1) |
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126 | (5) |
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6.6 Numerical Factorization |
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131 | (7) |
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6.6.1 Singular Value Decomposition |
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132 | (2) |
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6.6.2 Homomorphic Factorization |
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134 | (4) |
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6.7 Texture Mapping Revisited |
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138 | (5) |
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138 | (2) |
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6.7.2 Bump, Twist, and Frame Mapping |
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140 | (3) |
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7 Environment Maps for Illumination |
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143 | (20) |
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144 | (3) |
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7.1.1 Generalized Mirror Reflections using a Fresnel Term |
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145 | (2) |
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7.2 Prefiltered Environment Maps |
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147 | (11) |
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7.2.1 Diffusely Prefiltered Maps |
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149 | (2) |
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7.2.2 Glossy Prefiltering of Environment Maps |
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151 | (2) |
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7.2.3 Approximations of General Isotropic BRDFs |
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153 | (1) |
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7.2.4 Hardware-Accelerated Prefiltering |
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154 | (4) |
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7.3 Environment Map Interpolation |
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158 | (5) |
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163 | (10) |
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8.1 Shading with a Texture Atlas |
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163 | (3) |
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166 | (3) |
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8.3 Avoiding Seam Artifacts |
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169 | (4) |
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III High-Level Procedural Shading |
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173 | (134) |
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175 | (8) |
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9.1 Fixed-Function Shading |
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175 | (1) |
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9.2 Parameterized Shading |
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175 | (2) |
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177 | (1) |
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178 | (1) |
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9.5 Why Use Procedural Shading? |
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179 | (4) |
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10 APST: Antialiased Parameterized Solid Texturing |
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183 | (12) |
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184 | (4) |
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188 | (5) |
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193 | (2) |
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11 Compiling Real-Time Procedural Shaders |
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195 | (16) |
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11.1 Organization of a Compiler |
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195 | (6) |
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196 | (1) |
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197 | (2) |
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199 | (1) |
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11.1.4 Instruction Selection |
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200 | (1) |
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11.1.5 Register and Memory Allocation |
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201 | (1) |
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201 | (1) |
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201 | (2) |
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11.3 Optimization for Graphics Hardware |
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203 | (1) |
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203 | (1) |
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11.3.2 Specializing Shaders |
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203 | (1) |
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204 | (7) |
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204 | (1) |
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205 | (6) |
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211 | (8) |
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211 | (1) |
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212 | (2) |
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214 | (1) |
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214 | (5) |
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13 Pfman: Procedural Shaders on PixelFlow |
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219 | (12) |
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219 | (1) |
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219 | (4) |
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220 | (2) |
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13.2.2 Common Shader Parameters |
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222 | (1) |
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223 | (1) |
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223 | (1) |
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13.3 Pfman Implementation |
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223 | (8) |
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228 | (1) |
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228 | (3) |
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14 ISL: Interactive Shading Language |
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231 | (8) |
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232 | (1) |
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232 | (4) |
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234 | (1) |
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14.2.2 Control Constructs |
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235 | (1) |
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14.3 OpenGL Shader Implementation |
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236 | (3) |
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14.3.1 Conversion to Linear Form |
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236 | (1) |
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14.3.2 Targeting Hardware |
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237 | (1) |
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238 | (1) |
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15 RTSL: The Stanford Real-Time Shading Language |
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239 | (10) |
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239 | (1) |
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240 | (2) |
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15.2.1 Computational Frequency |
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240 | (1) |
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241 | (1) |
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242 | (3) |
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243 | (2) |
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245 | (1) |
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245 | (4) |
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15.4.1 Multipass Back-End |
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246 | (1) |
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15.4.2 Register Combiner Back-end |
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246 | (3) |
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16 ESAATL: The Evans & Sutherland Multitexturing Language |
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249 | (12) |
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250 | (3) |
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250 | (1) |
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16.1.2 Unit Vector Bracketing |
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251 | (1) |
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16.1.3 Interpolation of Bracketed Expressions |
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251 | (2) |
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16.2 Multipass/Multitextured Texture Shading |
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253 | (1) |
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16.3 Example: A Seeliger Skin Shader |
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254 | (2) |
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256 | (5) |
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261 | (6) |
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261 | (1) |
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262 | (1) |
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263 | (1) |
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263 | (1) |
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264 | (3) |
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267 | (40) |
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268 | (4) |
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18.1.1 Shading Parameters |
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268 | (1) |
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269 | (2) |
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271 | (1) |
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272 | (2) |
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272 | (1) |
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273 | (1) |
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274 | (33) |
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276 | (1) |
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18.3.2 Activating Shaders |
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276 | (1) |
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277 | (1) |
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18.3.4 Saving and Restoring Precompiled Shaders |
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277 | (1) |
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278 | (1) |
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18.3.6 Shader Programming Calls |
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278 | (14) |
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292 | (1) |
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293 | (1) |
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294 | (2) |
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18.3.10 Textual Infix Expressions |
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296 | (6) |
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18.3.11 Textual Shading Languages |
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302 | (1) |
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18.3.12 Object-Oriented Toolkits |
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302 | (5) |
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307 | (16) |
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19 Predicting the Present |
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309 | (14) |
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19.1 An Accounting of the Past |
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310 | (1) |
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310 | (4) |
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19.3 Real-Time Render Man versus Real-Time Toy Story |
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314 | (1) |
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19.4 Recirculating Pipelines |
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315 | (2) |
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317 | (1) |
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19.6 Virtualizing Resources |
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318 | (1) |
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19.7 Transparency and Order Independence |
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318 | (1) |
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319 | (4) |
Bibliography |
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323 | (16) |
Index |
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339 | |