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Programming Vertex & Pixel Shaders

Programming Vertex & Pixel Shaders


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About the Book

When newer graphics cards started offering a programming interface to their graphics-processing unit (GPU), there was a fundamental change from fixed-function to programmable graphics hardware. This fundamental change offers a whole new level of opportunities for real-time graphics programmers. using shaders not only allows you to create unique games and graphics, but it allows you to be far more creative. Programming Vertex and Pixel Shaders uses a 'cookbook' approach to teach beginning to intermediate graphics and game programmers to program shaders in the High-Level Shading Language (HLSL), the primary real0time shading language used in recent game development. The book uses a wide range of examples (over 60) to teach various techniques, ranging from simple real-time lighting to advanced, cutting-edge rendering. The book is broken into eight parts covering introductory material, shadows, high dynamic range lighting, lighting algorithms, vertex texturing, projective texture mapping, environment cube mapping, and advanced reflectance algorithms (Cook-Torrance, Oren-Nayar, Ward, and Ashikhmin-Shirly). The coverage starts from the beginning, so no existing knowledge of shader programming is required. This book does assume a basic understanding of the math typically used in a game engine and an intermediate understanding of the Direct3D API. This is the one resource developers need to learn practical current techniques for programming shaders for next-generation games and graphics!

Table of Contents:
Part I: Introduction; Chapter 1: Introduction; Chapter 2: Fundamentals; Chapter 3: Assembly Shader Programming; Chapter 4: HLSL Shader Programming; Part II: Lighting Algorithms; Chapter 5: Ambient Lighting; Chapter 6: Diffuse Lighting; Chapter 7: Specular Lighting; Chapter 8: Self-Shadowing; Chapter 9: Bump Mapping; Chapter 10: Point Lights, Appendix: About the CD-ROM; Index

About the Author :
Wolfgang F. Engel (Frankenthal, Germany) regularly publishes articles that appear on www gamedev.net and www gamasutra.com. He is also the editor of the ShaderX series of books, and author of Beginning Direct3D Game Programming.


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Product Details
  • ISBN-13: 9781584503491
  • Publisher: Cengage Learning, Inc
  • Publisher Imprint: Charles River Media
  • Edition: New edition
  • Language: English
  • Spine Width: 33 mm
  • Width: 185 mm
  • ISBN-10: 1584503491
  • Publisher Date: 07 Sep 2004
  • Binding: SA
  • Height: 234 mm
  • Returnable: N
  • Weight: 885 gr


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