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Radiosity / Rendering / Global illumination / Cube mapping / Shader / High dynamic range rendering / Phong reflection model / Book:3D Rendering / Computer graphics / 3D computer graphics / Shading


Advanced Real-Time Rendering in 3D Graphics and Games Course – SIGGRAPH[removed]Chapter 8 Shading in Valve’s Source Engine Jason Mitchell9, Gary McTaggart10 and Chris Green11
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Document Date: 2010-04-09 16:32:07


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File Size: 3,08 MB

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Valve Corporation / /

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Labor Issues / Reorganization / /

IndustryTerm

informed technology tradeoffs / dot product / radiosity solution / illumination solution / incremental technology updates / online distribution system / target graphics hardware / graphics chips / graphics hardware / post-processing techniques / /

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Half-Life 2 / /

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Lost Coast / /

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Rights Reserved Chapter / Final Specular Chapter / /

Person

Lambert Term / Phong Lights / Alyx Vance / Lambertian / Max Payne / /

Position

player / /

Product

Source Engine float3 AmbientLight / Source / /

PublishedMedium

the HDR post / /

Technology

shading algorithms / 3D Graphics / graphics chips / lighting algorithm / /

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http /

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