The Cg tutorial. The definitive guide to programmable real-time graphics. Mark J. Kilgard, Randima Fernando

The Cg tutorial. The definitive guide to programmable real-time graphics



Download The Cg tutorial. The definitive guide to programmable real-time graphics



The Cg tutorial. The definitive guide to programmable real-time graphics Mark J. Kilgard, Randima Fernando ebook djvu
Publisher: Addison-Wesley Professional
Language: English
Page: 383
ISBN: 0321194969, 9780321194961

From the Back Cover

"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 (Morgan Kaufmann, 2000) "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 (C for graphics) 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.

0321194969B02192003

About the Author

Randima (Randy) Fernando is Manager of Developer Education at NVIDIA.

Mark J. Kilgard is a Senior Software Engineer at NVIDIA. 0321194969AB01152003



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