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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.
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."
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
- Randima (Randy) Fernando is Manager of Developer Education at NVIDIA.
- Mark J. Kilgard is a Senior Software Engineer at NVIDIA.
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