Perspective aperture ygyg yryr n zgzg y s = y g (n/z g ) ysys y s = y r (n/z r ) zrzr.
Announcments Sign up for crits!. Reading for Next Week FvD 16.1-16.3 – local lighting models GL 5 – lighting GL 9 (skim) – texture mapping.
Order-Independent Texture Synthesis Li-Yi Wei Marc Levoy Gcafe 1/30/2003.
WebGL: Hands On Zhenyao Mo Software Engineer, Google, Inc. Chrome GPU Team.
GPU Graphics Processing Unit. Graphics Pipeline Scene Transformations Lighting & Shading ViewingTransformations Rasterization GPUs evolved as hardware.