Have one to sell? Sell yours here
Sorry, this item is not available in
Image not available for
Colour:
Image not available

 
Tell the Publisher!
I’d like to read this book on Kindle

Don't have a Kindle? Get your Kindle here, or download a FREE Kindle Reading App.

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

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

Available from these sellers.


Amazon.co.uk Trade-In Store
Did you know you can use your mobile to trade in your unwanted books for an Amazon.co.uk Gift Card to spend on the things you want? Visit the Books Trade-In Store for more details or check out the Trade-In Amazon Mobile App Guidelines on how to trade in using a smartphone. Learn more.
There is a newer edition of this item:
Programming Vertex, Geometry, and Pixel Shaders, Second Edition (Programming Series) Programming Vertex, Geometry, and Pixel Shaders, Second Edition (Programming Series)
Sign up to be notified when this item becomes available.

Book Description

30 Sep 2004 Charles River Media Graphics
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!


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: 23.4 x 18.8 x 2.9 cm
  • Average Customer Review: 5.0 out of 5 stars  See all reviews (2 customer reviews)
  • Amazon Bestsellers Rank: 1,413,976 in Books (See Top 100 in Books)
  • See Complete Table of Contents

More About the Author

Discover books, learn about writers, and more.

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.

Sell a Digital Version of This Book in the Kindle Store

If you are a publisher or author and hold the digital rights to a book, you can sell a digital version of it in our Kindle Store. Learn more

What Other Items Do Customers Buy After Viewing This Item?


Customer Reviews

4 star
0
3 star
0
2 star
0
1 star
0
5.0 out of 5 stars
5.0 out of 5 stars
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!
Comment | 
Was this review helpful to you?
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!
Comment | 
Was this review helpful to you?
Most Helpful Customer Reviews on Amazon.com (beta)
Amazon.com: 3.7 out of 5 stars  11 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 ACyclic - Published on Amazon.com
Format:Paperback
I have recently completed an online course ([...]) 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!
4 of 5 people found the following review helpful
4.0 out of 5 stars Great Book if you are ready to implement shaders 19 Mar 2007
By Kurt B - Published on Amazon.com
Format:Paperback
Not everyone is ready to implement shaders, I think, and maybe some people do need to see the examples run. I don't. I have Tom Miller's Managed DirectX 9 book which features shading in chapter 11 and for a few chapers thereafter onward, but there isn't enough meat there to really learn shaders in and of themselves, and in order to really get what you want out of DirectX which changes every other month, you must use shaders (because shading language won't change except to expand, while the fixed functions of directX are changing constantly). Anyway, so I went for this book last night and am already making use of it. 1) I know what pixel/vertex shaders are going to do with respect to my program 2) I have already done fixed function programming for OpenGL and DirectX so 3), I'm ready just to focus on the questions you need to be focused on to use this book: "what IS specular highlighting? what IS bumpmapping?" and this book is perfect for that. You must understand the math bdhind it and you can't be lazy in implementing things like you can with fixed function DirectX.

I agree that the programs will not compile, but in essence, all you need to do is look at the main CPP file and see what inputs he's setting up, which are always the same: the projection matrix, eye vector, light vectors, some colors, a texture etc, and then assign those values in the calling program to the effecthandle of the shader (I'm using VB.net and C#), and his stuff works like a Swiss watch.

Excellent book.
4 of 5 people found the following review helpful
5.0 out of 5 stars Great book! 17 Jan 2006
By Renaud Bédard - Published on Amazon.com
Format:Paperback
I use this book as a day-to-day HLSL reference, it's so much quicker and more efficient than finding information online...

I loved the part about optimization, and the foreword to cubemaps with Normalization cubemaps. It was very hard finding information on this on the web, and with this book I had a full C++ sample with comments and a book article. What can I ask more :)

It covers all that's needed to know about basic per-pixel lightning models, and goes to subjects as advanced as HDRI and tone-mapping.

While it's not a completely up-to-date reference on shaders (does not cover 3.0 model, some new techniques were developed and popularized since the book came out), it's still a very comprehensible introduction in the HLSL world, and give strong a basis for future study.
Were these reviews helpful?   Let us know
Search Customer Reviews
Only search this product's reviews
ARRAY(0xa3cd887c)

Customer Discussions

This product's forum
Discussion Replies Latest Post
No discussions yet

Ask questions, Share opinions, Gain insight
Start a new discussion
Topic:
First post:
Prompts for sign-in
 

Search Customer Discussions
Search all Amazon discussions
   


Look for similar items by category


Feedback