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Using and Writing Shaders
Table of Contents
Introduction
Dynamic Linking of Shaders
Coordinate Systems
Shader Type Overview
State Variables
Frame
Image Samples
Rays
Intersection
Textures, Motion, Derivatives
User Fields
Options
State Variables by Shader Type
Shader Parameter Declarations
Parameter Assignments and mi_eval
Shader Versioning
Material Shaders
Texture Shaders
Volume Shaders
Volume Shaders Using Autovolume
Environment Shaders
Light Shaders
Shadow Shaders
Photon Shaders
Photon Emitter Shaders
Lens Shaders
BRDF Shaders
3.7
Built-in BRDFs
3.7
State Shaders
Output Shaders
Displacement Shaders
Geometry Shaders
Contours
Contour Computation
Contour Store Function
Contour Contrast Function
Contour Shaders
Contour Output Shaders
Lightmap Shaders
Render Pass Merge Shaders
Render Pass Preprocessing Shaders
Functions for Shaders
Database Functions
Rendering Functions
Sampling with mi_sample
Photon Functions
Direction Functions
Image Functions
Math Functions
Noise Functions
KD-Tree Functions
Shading Models
Color Profile Functions
Queries with mi_query
Auxiliary Functions
Multipass Rendering Functions
Obsolete Auxiliary Functions
Contour Functions
Light Map Functions
Memory Allocation
Thread Parallelism and Locks
Messages and Errors
Callable Functions by Shader Type
Manipulating Spectra from Shaders
C++ Shader Interface Extensions
Shader Interface Class
String Options
Light Iterator
Frame Buffers
3.6
Bsdf Evaluation
3.7
Map Data
3.7
Declaration
Content
Element
Iterator
Lookup
mi_shader_if.h header file
Initialization and Cleanup
Persistent Shader Data Storage
Constant Data
Shader Instance Data
Thread-Local Storage
Automatic Source Generation with mkmishader
Shaders and Trace Functions
Example Scene with Custom Shader
Accelerated Graphics Hardware Shaders
Shader Interfaces
Shader Declarations
Shader Implementation
Portability
Loading Hardware Shaders
Extracting Cg Shader Code
Hardware Shader Implementation
Writing Hardware Shaders
Phenomena
Hardwired OpenGL Shaders
NVIDIA Cg 1.2 Shaders
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