The Shader Compendium
Book Information
Table of Contents
Part 1: The basics
1. What are Shaders?
2. The GPU Design
Part 2: Realtime rendering
3. The Rendering Equation
4. Solving the Rendering Equation
5. Rasterization
Part 6: Gpu fluids
6. Navier-Stokes Equations and FDM
7. High-Level Solution Overview
8. Helmholtz-Hodge Decomposition
9. Jos Stam Advection Scheme
References
Book Outline
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Shader Compendium
This chapter is a
draft
.
See the outline.
Book
Contents
Part 3: The math behind the brush
Chapter X.
UV Coordinates
What are UV Coordinates?
To be written later.
See
for more information.
Next: Gpu fluids › Chapter 6.
Navier-Stokes Equations and FDM
Previous: Realtime rendering › Chapter 5.
Rasterization