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OpenGL Shading Language, 3rd edition. ISBN 0-321-63763-1 A tutorial and reference book for GLSL. Historic books (pre-OpenGL 2.0): The Green Book OpenGL Programming for the X Window System. ISBN 978-0-201-48359-8 A book about X11 interfacing and OpenGL Utility Toolkit (GLUT). The Blue Book OpenGL Reference manual, 4th edition. ISBN 0-321-17383-X
Subsurface scattering is an indirect form of reflection where some of the light is transmitted into a semi-transparent material, scattered under the surface and bounced back out again.
OpenGL Shading Language (GLSL) is a high-level shading language with a syntax based on the C programming language. It was created by the OpenGL ARB (OpenGL Architecture Review Board) to give developers more direct control of the graphics pipeline without having to use ARB assembly language or hardware-specific languages.
As of May 2012 (the first million downloads), 87% of downloads via SourceForge were for Windows, 11% for Mac OS X and 2% for Linux; [24] statistics for the first 50 million downloads remained consistent, at 88% Windows, 10% Mac OS X, and 2% Linux. [130] Apache OpenOffice is available in the FreeBSD ports tree. [131]
Shading is used traditionally in drawing for depicting a range of darkness by applying media more densely or with a darker shade for darker areas, and less densely or with a lighter shade for lighter areas. Light patterns, such as objects having light and shaded areas, help when creating the illusion of depth on paper.
OpenGL for Embedded Systems (OpenGL ES or GLES) is a subset of the OpenGL computer graphics rendering application programming interface (API) for rendering 2D and 3D computer graphics such as those used by video games, typically hardware-accelerated using a graphics processing unit (GPU).
Direct3D is a graphics application programming interface (API) for Microsoft Windows.Part of DirectX, Direct3D is used to render three-dimensional graphics in applications where performance is important, such as games.
Gouraud shading (/ ɡ uː ˈ r oʊ / goo-ROH), named after Henri Gouraud, is an interpolation method used in computer graphics to produce continuous shading of surfaces represented by polygon meshes.
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