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Programming Vertex and Pixel Shaders (Charles River Media Graphics) [Paperback]

Wolfgang Engel
5.0 out of 5 stars  See all reviews (2 customer reviews)

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Book Description

30 Sep 2004 1584503491 978-1584503491 Pap/Cdr
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!

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Product details

  • Paperback: 400 pages
  • Publisher: Charles River Media; Pap/Cdr edition (30 Sep 2004)
  • Language: English
  • ISBN-10: 1584503491
  • ISBN-13: 978-1584503491
  • Product Dimensions: 21.8 x 18.8 x 3 cm
  • Average Customer Review: 5.0 out of 5 stars  See all reviews (2 customer reviews)
  • Amazon Bestsellers Rank: 1,262,278 in Books (See Top 100 in Books)
  • See Complete Table of Contents

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Product Description

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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Most Helpful Customer Reviews
8 of 8 people found the following review helpful
5.0 out of 5 stars Has EVERYTHING about DirectX 9 shaders 9 Sep 2004
Format:Paperback
Has EVERYTHING about DirectX 9 shaders, September 8, 2004
Reviewer: Robert Lewis - See all my reviews

This is a book that gets straight to the point. It covers a wide variety of rendering topics relevant to vertex and pixel shader programming, all with clear example code. The topics are covered in enough detail for the reader to create their own great 3D effects. The introductory sections are well structured and serve as a valuable reference for HLSL and shader assembly. On top of all of this, the coverage of new shader models vs_3_0 and ps_3_0 is the best I've seen. Five stars!
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2 of 2 people found the following review helpful
5.0 out of 5 stars Very, very interesting book 2 Mar 2007
Format:Paperback
This book is really great!

You learn about shaders from the very basic to the real deal!

You've been using ambient and diffuse lighting for months, maybe years now, but how does this really work? Let's create these effects ourselves. This is the way you get started to finish the book with creating some real stunning effects with shaders!

I had to reread many parts of the book, sometimes I had to reread sentences or paragraphs. This is NOT because the book is badly written, but because the standards are just set very high. In stead of doubling the number of pages with abundand information, this book is really to the point which can be difficult at times, but gets you warmed up for the real difficulty of coding shaders. Don't expect to go easily through this book, expect some hard thinking, but you'll be more than satisfied when you finished it and understood it!
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Most Helpful Customer Reviews on Amazon.com (beta)
Amazon.com: 4.0 out of 5 stars  9 reviews
6 of 7 people found the following review helpful
5.0 out of 5 stars Excellent !!! 18 Sep 2004
By cYrus - Published on Amazon.com
Format:Paperback
The book starts with short introduction and pipeline overview giving an overall picture of how vertex and pixel shaders interact, and how data flows between them and the hardware. Next, it introduces DirectX High-Level Shading Language (HLSL) and Microsoft's Effect Files Framework. Then author starts teaching you how to implement basic lightning models (Lambert, Phong, Blinn-Phong) and advanced ones (Cook-Torrance, Oren-Nayar, Ward, Ashikhmin-Shirley). The book also covers more advanced topics (Environment Cube Mapping, Reflection and Refraction, Projective Texture Mapping, Shadow Mapping, Shadow Volumes, Geometry Images) and cutting-edge techniques like Displacement Mapping, High Dynamic Range Lighting or Parallax Mapping. The author shows common problems arising during implementation of presented techniques and explains how to deal with them. Each chapter comes with a few example programs which are as simple as possible. You will also learn from this book how to optimize your shaders for different shader models.

This book is a must for those who want to learn vertex and pixel shader programming. Also advanced developers will find this book useful.

So, if you want to create cutting-edge shader effects do not hesitate to buy this book and learn how to do it.
6 of 7 people found the following review helpful
5.0 out of 5 stars An Excellent Book! 8 Sep 2004
By Heisenberg - Published on Amazon.com
Format:Paperback
I have recently completed an online course (www.gameversity.com) organised by Wolfgang Engel, which included identical material to this book.

The material covered is perfectly balanced - I started the course with no working knowledge of shader programming. The initial concepts are clearly explained and unlaboured, despite the inevitable rush of information! Once you learn the ropes, it gives good explanations and implementations of more advanced topics and cutting-edge techniques.

I can now write and develop my own Shader Model 1.x/2.x/3.0/HLSL shaders, applications to implement them, and develop new techniques confidently. What more can you ask for?!
5 of 6 people found the following review helpful
5.0 out of 5 stars Has EVERYTHING about DirectX 9 shaders 8 Sep 2004
By Robert Lewis - Published on Amazon.com
Format:Paperback
This is a book that gets straight to the point. It covers a wide variety of rendering topics relevant to vertex and pixel shader programming, all with clear example code. The topics are covered in enough detail for the reader to create their own great 3D effects. The introductory sections are well structured and serve as a valuable reference for HLSL and shader assembly. On top of all of this, the coverage of new shader models vs_3_0 and ps_3_0 is the best I've seen. Five stars!
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