An Introduction to Real-Time 3D Graphics

Table of Contents

  • Introduction
  • Cg in Specific Frameworks and Platforms
  • Cg in Vertex and Fragment Shaders in Unity 2019.4.7 with the built-in renderer (Unity's ShaderLab)
  • [stub:] Cg in Surface Shaders in Unity (Unity's ShaderLab)
  • [stub:] Cg in Nvidia's Cg Toolkit
  • General Cg Topics (linked from the previous sections)
  • Overview of the Programmable Graphics Pipeline
  • Vertex Transformations (Modeling, Viewing, Projection, and Viewport Transformations)
  • Vector and Matrix Operations in Cg (includes references about Cg syntax)
  • Applying Matrix Transformations to Points, Directions, and Normals in Cg
  • Rasterization (Interpolation of Per-Fragment Varying Parameters)
  • Per-Fragment Operations (Stencil Test, Depth Test and Blending, etc.)
  • [stub:] Anti-Aliasing Techniques
  • [stub:] Phong Reflection Model

 

 




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