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Programming Vertex & Pixel Shaders Wolfgang Engel

Programming Vertex & Pixel Shaders By Wolfgang Engel

Programming Vertex & Pixel Shaders by Wolfgang Engel


Condition - Good
Out of stock

Summary

A definitive guide to shader programming uses a wide variety of examples throughout to teach various techniques, ranging from simple real-time lighting to advanced, cutting-edge rendering. Original. (Advanced).

Programming Vertex & Pixel Shaders Summary

Programming Vertex & Pixel Shaders by Wolfgang Engel

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 evolution offers a completely new level of opportunities for real-time graphics programmers. Using shaders not only allows them to create unique games and graphics, but it allows them to be far more creative. Programming Vertex and Pixel Shaders provides intermediate and advanced graphics and game programmers with a definitive guide to shader programming. It uses a wide variety of examples throughout to teach various techniques, ranging from simple real-time lighting to advanced, cutting-edge rendering. These topics include spherical harmonics, Uberlicht, and high-dynamic range lighting. The book covers DirectX vertex and pixel shader programming with the vertex shader version vs_3_0 and the pixel shader version ps_3_0 in shader assembly, and the DirectX High-Level Shading Language (HLSL). Coverage starts from the beginning, so no existing knowledge of shader programming is required. The 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 program advanced shaders for next generation games and graphics!

About Wolfgang Engel

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.

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

Additional information

CIN1584503491G
9781584503491
1584503491
Programming Vertex & Pixel Shaders by Wolfgang Engel
Used - Good
Hardback
Cengage Learning, Inc
20040907
400
N/A
Book picture is for illustrative purposes only, actual binding, cover or edition may vary.
This is a used book - there is no escaping the fact it has been read by someone else and it will show signs of wear and previous use. Overall we expect it to be in good condition, but if you are not entirely satisfied please get in touch with us

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