Real-Time Shading

Part III: High-Level Procedural Shading

Chapter List

Chapter 9: Classifying Shaders
Chapter 10: APST Antialiased Parameterized Solid Texturing
Chapter 11: Compiling Real-Time Procedural Shaders
Chapter 12: RenderMan
Chapter 13: Pfman Procedural Shaders on PixelFlow
Chapter 14: ISL: Interactive Shading Language
Chapter 15: RTSL: The Stanford Real-Time Shading Language
Chapter 16: ESMTL: The Evans & Sutherland Multitexturing Language
Chapter 17: OpenGL 2.0
Chapter 18: APIs

Part Overview

In this part, we explore the different levels of shading, what factors influence real-time shading language design, how these are ex pressed in some existing shading languages, and how real-time shading languages are im plemented.

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