Outline
An outline of the chapters planned for this book. Many of them have yet to be written. Contributors are always welcome!
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Book Information
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Table of Contents
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Part 1: The basics
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Part 2: Realtime rendering
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Part 3: The math behind the brush
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Part 4: Choosing a look
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Chapter X. Baked LightingHow to light scenes without real-time lighting calculations
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Chapter X. Vertex LightingPer-vertex lighting calculations
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Chapter X. Pixel ShadingPer-pixel lighting calculations
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Chapter X. Physically Based Rendering (PBR)Modern Realistic Graphics
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Chapter X. Stylized RenderingModern techniques for non-realistic scenes
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Part 5: Patterns for parallel processing
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Part 6: Gpu fluids
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References