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Advanced Texturing
| Content Provider | Scilit |
|---|---|
| Author | Han, Junghyun |
| Copyright Year | 2011 |
| Description | The demand for high-quality rendering has led to the increase in computing power and programmability of GPU. Many attempts have been made to utilize the GPU power and extend the lighting functions beyond the local illumination model. As a result, a global illumination look has been increasingly added to the images generated at real time. In the algorithms developed along the trend, textures play key roles. This chapter presents a few representative algorithms that use textures for more realistic shading. Book Name: 3D Graphics for Game Programming |
| Related Links | https://content.taylorfrancis.com/books/download?dac=C2009-0-10717-X&isbn=9780429192050&doi=10.1201/9781439827383-15&format=pdf |
| Ending Page | 267 |
| Page Count | 32 |
| Starting Page | 236 |
| DOI | 10.1201/9781439827383-15 |
| Language | English |
| Publisher | Informa UK Limited |
| Publisher Date | 2011-02-17 |
| Access Restriction | Open |
| Subject Keyword | Book Name: 3d Graphics for Game Programming Software Engineering Functions Shading Textures Realistic Attempts |
| Content Type | Text |
| Resource Type | Chapter |