Real-Time Shader Programming

Real-Time Shader Programming

by Ron Fosner
Real-Time Shader Programming

Real-Time Shader Programming

by Ron Fosner

eBook

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Overview

Now that PC users have entered the realm of programmable hardware, graphics programmers can create 3D images and animations comparable to those produced by RenderMan's procedural programs—-but in real time. Here is a book that will bring this cutting-edge technology to your computer. Beginning with the mathematical basics of vertex and pixel shaders, and building to detailed accounts of programmable shader operations, Real-Time Shader Programming provides the foundation and techniques necessary for replicating popular cinema-style 3D graphics as well as creating your own real-time procedural shaders. A compelling writing style, color illustrations throughout, and scores of online resources make Real-Time Shader Programming an indispensable tutorial/reference for the game developer, graphics programmer, game artist, or visualization programmer, to create countless real-time 3D effects.

* Contains a complete reference of the low-level shader language for both DirectX 8 and DirectX 9 * Provides an interactive shader demonstration tool (RenderMonkeyTM) for testing and experimenting * Maintains an updated version of the detailed shader reference section at www.directx.com * Teaches the latest shader programming techniques for high-performance real-time 3D graphics


Product Details

ISBN-13: 9780080515908
Publisher: Elsevier Science
Publication date: 01/10/2003
Series: The Morgan Kaufmann Series in Computer Graphics
Sold by: Barnes & Noble
Format: eBook
Pages: 424
File size: 43 MB
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About the Author

A graphics programmer for nearly 20 years, Ron Fosner wrote the book OpenGL Programming for Windows 95 and Windows NT, published articles for Microsoft Systems Journal, Dr. Dobb’s, Game Developer Magazine, Gamasutra, and Microsoft Developer Network CD's, and lectured at the Windows Developer and Game Developers conferences. He currently runs DirectX.com, a graphics consultancy firm.

Table of Contents

Preface Chapter 1: Introduction Chapter 2: Preliminary Math Chapter 3: Mathematics of Lighting and Shading Chapter 4: Introduction to Shaders Chapter 5: Shader Set Up in DirectX Chapter 6: Shader Tools and Resources Chapter 7: Shader Buffet Chapter 8: Shader Reference (Part I: Vertex Shader Reference and Part II: Pixel Shader Reference) References Index About the Author About the CD-ROM
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