tailieunhanh - Ebook Interactive computer graphics (5th edition): Part 2

(BQ) Computer animation and graphics–once rare, complicated, and comparatively expensive–are now prevalent in everyday life from the computer screen to the movie screen. This book is suitable for undergraduate students in computer science and engineering, for students in other disciplines who have good programming skills, and for professionals. | -, -V /-- \" -' . . ,\342\200\242 \302\273,. -\34 l . -\342\200\242--1\342\200\242'\\\\\342\200\242\342\ . l Consequently, colors of an ' !- .> .i v i - ,;i \342\200\242 - in the pipeline light-material to the modified the fixed-function box to use interactions to determine the object, we were limited it Phong model because was the only lighting model supported by pipeline in the OpenGL specification and, until recently, the only model supported to having model available, lighting by mo st hardware. In addition only one hghting calculations were doneonlyfor each vertex. The resulting vertex colorswere then inr agmen t processor. If w e wanted over the primitive terpolated by thefixed-functionf to use some other lighting or shading model, we had to resort to an off-line renderer. Over the past few years, graphics processors have changed dramatically. Both the vertex processor and fragment are now user programmable. We can processor called vertex shaders and fragment shaders to achieve complexvisual writeprograms i p elin e . effects at the same rate as the standardfixed-functionp In this we introduce the concept of programmable shaders. First, we chapter, review some of the efforts to develop languages to describe T efforts in the OpenGLShadingLanguage (GLSL), culminated which is now a standard part of OpenGL. We t he n use GLSL t o develop a variety of vertex shaders that compute vertex properties, including their and colors. Finally, we develop positions fragment shaders that let us program the calculations on each fragment and ultiperformed Our discussion of fragment shaders will mately determine the color of each pixel. alsointroduce many new ways of using texture mapping. PROGRAMMABLE PIPELINES we developed the Phong and modified 6, Phong hghting models in Chapter we placed great emphasis on their efficiency but much less on how well they modeled model is remarkable in physical light-material interactions. The .

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