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Plate XLI. Shader config-
uration in Maya. The in-
terface on the right is used
to select the shader, assign
textures to shader inputs,
and set the values of non-
texture shader inputs (such
as the “Specular Color” and
“Specular Power” sliders).
The rendering on the left is
updated dynamically while
these properties are modi-
fied, enabling immediate vi-
sual feedback.
Image cour-
tesy Keith Bruns.
(See also
Figure 26.14.)
Plate XLII. The
Tableau/Polaris system
default mappings for four
visual channels according
to data type.
Image cour-
tesy Chris Stolte
(Stolte et
al., 2008),
c
2008 IEEE.
(See also Figure 27.6.)
Plate XLIII. Complex
glyphs require significant
display area so that the
encoded information can
be read.
Image courtesy
Matt Ward, created with
the SpiralGlyphics soft-
ware
(M. O. Ward, 2002).
(See also Figure 27.14.)