This book covers real-time shading systems, their design and how they work. Procedural shading, long valued for off-line rendering and production animation is now possible on interactive graphics hardware. These developments are important for areas such as game development, product design, and scientific visualization, among others. The authors include examples of techniques for achieving common effects efficiently in a real-time shading language ranging from full procedural shading on advanced specialized hardware to limited, yet surprisingly flexible shading on unextended OpenGL, to modern PC graphics accelerators.
Marc Olano is currently at SGI (Silicon Graphics), a company well-known for real high-end graphics. He received his Ph.D from the University of North Carolina. John C. Hart is an Associate Professor in the Department of Computer Science at the University of Illinois Urbana-Champaign. His research area is computer graphics, focusing on geometric modeling and procedural shading. Wolfgang Heidrich is on the computer science faculty at The University of British Columbia. His research interests include interactive computer graphics, shading and lighting, hardware-accelerated rendering, image-based modeling and measurements. Michael McCool is an Associate Professor in the Computer Graphics Lab within the Department of Computer Science at the University of Waterloo. Current research interests include high-quality real-time rendering, global and local illumination, hardware shaders and other hardware algorithms, reconfigurable computing, interval and Monte Carlo methods and applications, enduser programming and metaprogramming, and image and signal processing.