Cg Programming

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