Chapter 3: Mathematics of Lighting and Shading

OVERVIEW

In mathematics you don't understand things. You just get used to them.

--Johann von Neumann

Nothing is really work unless you would rather be doing something else.

--James M. Barrie

One of the nice things about shaders is that you can create your own for whatever special effects you are looking for In fact, one of the reasons that shaders have finally made it into mainstream 3D computer graphics is the flexibility that they provide, which can finally be realized in real time on consumer grade hardware. Unfortunately, with power comes responsibility—the responsibility to understand how lighting and shading in computer graphics is traditionally done and how you can do it yourself (or do it differently) in a shader. But first, you'll need an understanding of the mathematics behind lighting and shading.



Real-Time Shader Programming(c) Covering Directx 9. 0
Real-Time Shader Programming (The Morgan Kaufmann Series in Computer Graphics)
ISBN: 1558608532
EAN: 2147483647
Year: 2005
Pages: 104
Authors: Ron Fosner

flylib.com © 2008-2017.
If you may any questions please contact us: flylib@qtcs.net