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The Cg Tutorial
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The Cg Tutorial

The Cg Tutorial

The: The Definitive Guide to Programmable Real-Time Graphics

Randima Fernando, Mark J Kilgard

376 pages, parution le 26/03/2003

Résumé

"Cg is the key to unlocking the power of a new generation of programmable graphics hardware. This book is the definitive introduction to Cg, and will be essential for anyone programming high-quality real-time graphics. The Cg Tutorial will teach you to use Cg to create effects never before available for real-time applications."
--Larry Gritz, Author of Advanced RenderMan

"An important and timely book: Pixel-level procedural textures--animated clouds, fire, water, the whole bag of procedural tricks--finally go from the movie screen to the desktop. Access to computation of this power through a C-like language will usher in an exciting new era for the graphics community."
--Ken Perlin, Professor, New York University

Cg is a complete programming environment for the fast creation of special effects and real-time cinematic quality experiences on multiple platforms. By providing a new level of abstraction, Cg lets developers more directly target OpenGL®, DirectX®, Windows®, Linux, Mac OS X®, and console platforms, such as the Xbox™, without having to program directly to the graphics hardware assembly language. Cg was developed by NVIDIA® Corporation in close collaboration with Microsoft® Corporation, and is compatible with both the OpenGL API and Microsoft's HLSL for DirectX 9.0.

The Cg Tutorial explains how to implement both basic and advanced techniques for today's programmable GPU architectures.

Major topics covered include:
  • 3D transformations
  • Per-vertex and per-pixel lighting
  • Skinning and key-frame interpolation
  • Environment mapping
  • Bump-mapping
  • Fog
  • Performance optimization
  • Projective texturing
  • Cartoon shading
  • Compositing

The accompanying CD-ROM includes the tools needed to run the sample programs in the book.

Contents

1. Introduction
  • What Is Cg?
  • Vertices, Fragments, and the Graphics Pipeline
  • Cg's Historical Development
  • The Cg Environment
  • Exercises
  • Further Reading
2. The Simplest Programs
  • A Simple Vertex Program
  • Compiling Your Example
  • A Simple Fragment Program
  • Rendering with Your Vertex and Fragment Program Examples
  • Exercises
  • Further Reading
3. Parameters, Textures, and Expressions
  • Parameters
  • Texture Samplers
  • Math Expressions
  • Exercises
  • Further Reading
4. Transformations
  • Coordinate Systems
  • Applying the Theory
  • Exercises
  • Further Reading
5. Lighting
  • Lighting and Lighting Models
  • Implementing the Basic Per-Vertex Lighting Model
  • Per-Fragment Lighting
  • Creating a Lighting Function
  • Extending the Basic Model
  • Exercises
  • Further Reading
6. Animation
  • Movement in Time
  • A Bulging Object
  • Particle Systems
  • Key Frame Interpolation
  • Vertex Skinning
  • Exercises
  • Further Reading
7. Environment Mapping Techniques
  • Environment Mapping
  • Reflective Environment Mapping
  • Refractive Environment Mapping
  • Chromatic Dispersion
  • Exercises
  • Further Reading
8. Bump Mapping
  • Bump Mapping a Brick Wall
  • Bump Mapping a Brick Floor
  • Bump Mapping a Torus
  • Bump Mapping Textured Polygonal Meshes
  • Combining Bump Mapping with Other Textured Effects
  • Exercises
  • Suggested Reading
9. Advanced Topics
  • Fog
  • Non-Photorealistic Rendering
  • Projective Texturing
  • Shadow Mapping
  • Compositing
  • Exercises
  • Further Reading
10. Profiles and Performance
  • Profile Descriptions
  • Performance
  • Exercises
  • Further Reading
Appendices
  • Appendix A. Getting Started with Cg
  • Appendix B. The Cg Runtime
  • Appendix C. The CgFX File Format
  • Appendix D. Cg Keywords
  • Appendix E. Cg Standard Library Functions

L'auteur - Randima Fernando

Randima (Randy) Fernando is Manager of Developer Education at NVIDIA Corporation, where he helps developers learn how to make the best of the latest technologies in computer graphics. At SIGGRAPH 2001, Randy presented a paper entitled "Adaptive Shadow Maps." Randy has Bachelor's and Master's degrees from Cornell University and has helped to teach several courses in computer science and computer graphics. In addition to NVIDIA Corporation, Randy has worked at SGI Corporation and IBM Corporation.

L'auteur - Mark J Kilgard

Mark Kilgard is a member of the Technical Staff at Silicon Graphics, Inc. He is a contributor to The X Journal and speaks regularly at the X Technical Conference and SIGGRAPH. Mark is also the creator of the OpenGL Utility Toolkit (GLUT).

Caractéristiques techniques

  PAPIER
Éditeur(s) Addison Wesley
Auteur(s) Randima Fernando, Mark J Kilgard
Parution 26/03/2003
Nb. de pages 376
Format 19 x 23,5
Couverture Broché
Poids 836g
Intérieur Noir et Blanc
EAN13 9780321194961
ISBN13 978-0-321-19496-1

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