Real-time shader programming : covering DirectX 9.0 /
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 w...
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Main Authors: | |
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Corporate Authors: | |
Published: |
Morgan Kaufmann Publishers,
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Publisher Address: | San Francisco : |
Publication Dates: | 2003. |
Literature type: | eBook |
Language: | English |
Series: |
Morgan Kaufmann series in computer graphics and geometric modeling
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Subjects: | |
Online Access: |
http://www.sciencedirect.com/science/book/9781558608535 |
Summary: |
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 * Includes a CD ROM containing all shader examples, source code, and tools, plus the DirectX SDK * 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. |
Item Description: |
Title from title screen. Includes link to companion web site. Title from website (viewed Jan. 12, 2006). |
Carrier Form: | 1 online resource. |
Bibliography: | Includes bibliographical references and index. |
ISBN: |
9780080515908 0080515908 |
Index Number: | T385 |
CLC: | TP391.41 |
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. |