Shader Writing in Open Shading Language
eBook - ePub

Shader Writing in Open Shading Language

With RenderMan® Examples

  1. 238 pages
  2. English
  3. ePUB (mobile friendly)
  4. Available on iOS & Android
eBook - ePub

Shader Writing in Open Shading Language

With RenderMan® Examples

About this book

Incorporating both historical techniques and the most recent developments in computer graphics, Shader Writing in Open Shading Language is a treatise on OSL shader writing and shader development that intends to remedy the current lack of material on this important area of technical and artistic expertise. It is for artists who wish to know more about shaders and shader writing, for programmers who want the ultimate in creative control, or for anyone in?between.

It begins by covering the entire range of independent variables upon which all shaded pattern generation is based. From that foundation, every fundamental procedural, textural, conversion, and pattern modification shader category is described with clear and practical examples.

Each topic is presented in a progression of chapters that begin with the fundamentals and expand to more complex shaders illustrating more advanced techniques that build on the previously covered material.

In addition, these important topics are also covered:

  • Shader user interface design and parameter widgets
  • Color, color models, color spaces, and color transformations
  • 2d and 3d spaces and their transformations
  • Texture patterns and projections
  • Ray tracing for pattern generation
  • Displacement and bumped shading normal generation
  • Shader organization, building, and deployment
  • Shader execution and debugging

Frequently asked questions

Yes, you can cancel anytime from the Subscription tab in your account settings on the Perlego website. Your subscription will stay active until the end of your current billing period. Learn how to cancel your subscription.
No, books cannot be downloaded as external files, such as PDFs, for use outside of Perlego. However, you can download books within the Perlego app for offline reading on mobile or tablet. Learn more here.
Perlego offers two plans: Essential and Complete
  • Essential is ideal for learners and professionals who enjoy exploring a wide range of subjects. Access the Essential Library with 800,000+ trusted titles and best-sellers across business, personal growth, and the humanities. Includes unlimited reading time and Standard Read Aloud voice.
  • Complete: Perfect for advanced learners and researchers needing full, unrestricted access. Unlock 1.4M+ books across hundreds of subjects, including academic and specialized titles. The Complete Plan also includes advanced features like Premium Read Aloud and Research Assistant.
Both plans are available with monthly, semester, or annual billing cycles.
We are an online textbook subscription service, where you can get access to an entire online library for less than the price of a single book per month. With over 1 million books across 1000+ topics, we’ve got you covered! Learn more here.
Look out for the read-aloud symbol on your next book to see if you can listen to it. The read-aloud tool reads text aloud for you, highlighting the text as it is being read. You can pause it, speed it up and slow it down. Learn more here.
Yes! You can use the Perlego app on both iOS or Android devices to read anytime, anywhere — even offline. Perfect for commutes or when you’re on the go.
Please note we cannot support devices running on iOS 13 and Android 7 or earlier. Learn more about using the app.
Yes, you can access Shader Writing in Open Shading Language by Mitch J. Prater in PDF and/or ePUB format, as well as other popular books in Computer Science & Programming Games. We have over one million books available in our catalogue for you to explore.

Information

Table of contents

  1. Cover
  2. Half Title
  3. Title Page
  4. Copyright Page
  5. Table of Contents
  6. Preface
  7. Additional Resources
  8. Author Bio
  9. Chapter 1 ◾ Introduction
  10. Chapter 2 ◾ Variables
  11. Chapter 3 ◾ Coordinate Systems
  12. Chapter 4 ◾ Conversion Shaders
  13. Chapter 5 ◾ Color
  14. Chapter 6 ◾ Spaces and Transformations
  15. Chapter 7 ◾ Texture Patterns
  16. Chapter 8 ◾ Procedural Patterns
  17. Chapter 9 ◾ Signal Modification
  18. Chapter 10 ◾ Displacement and Bumping
  19. Chapter 11 ◾ Shader Execution
  20. Chapter 12 ◾ Interface Design
  21. Chapter 13 ◾ Development, Deployment, and Debugging
  22. Appendix
  23. Index