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Shader X4 Advanced Rendering Techniques [Hardcover]

Wolfgang Engel


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Book Description

12 Jan 2006 1584504250 978-1584504252 Har/Cdr
ShaderX4: Lighting & Rendering is a new volume in this successful series. All of the articles are brand new and provide graphics and game programmers with innovative, ready-to-use techniques and tips for programming cutting-edge shaders. All of the techniques are written by pros and each section is edited by an industry expert. These techniques have evolved from work on movies, games, and animation. By using these techniques, programmers will become more efficient and better prepared to overcome a variety of shader programming challenges.

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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 Programming Vertex and Pixel Shaders {July 2004}.

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Customer Reviews

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Most Helpful Customer Reviews on Amazon.com (beta)
Amazon.com: 4.3 out of 5 stars  6 reviews
4 of 4 people found the following review helpful
3.0 out of 5 stars Perhaps could be better 19 Mar 2007
By M. Duncan - Published on Amazon.com
Format:Hardcover|Amazon Verified Purchase
Whilst the content is quite good it probably isn't on par with some other books by say Matt Pharr, books from ACM or Academic Press I think the biggest issue with the book is that the quality of the paper is a bit below par and all images are black and white.

Normally black and white isn't a problem, but when the book is about graphics and there is a statement in the book like (e.g.) "...notice the unique HLSL effect on the blue ball compared to the green..." it makes it a bit difficult. Even a color plate section would have been nice.
10 of 13 people found the following review helpful
3.0 out of 5 stars showoffs 24 Jun 2006
By Stylianou Soteris - Published on Amazon.com
Format:Hardcover|Amazon Verified Purchase
I was disappointed not to find any code - only demos of applications on a few of the chapters (e.g radiosity tool, gpu terrain). IMHO it is better to have fewer topics/chapters and better coverage of each topic, with source code etc. As M. Severino 's review correctly states 'Each article is a source of ideas ', so don't expect to learn how to implement all the techniques in the book.

Some authors have included lots of code, others have included none.

I vote against the "*gems-style" books, more attention to the educational side of these books is needed. Flashy programmers who want to show off please go elsewhere.
3 of 5 people found the following review helpful
5.0 out of 5 stars The State of the Art in Advanced Graphics Programming 2 Mar 2006
By John Matlock - Published on Amazon.com
Format:Hardcover
This is the fourth edition in this series of books on advanced graphics.

This book is a collection of forty-three articles around the common theme of shading images in real time. Many of these effects have been common in the movie world for many years, but in that application the shading can be done on very expensive machines and the time it takes to produce an image is not important because the resulting image is to be shown on screen rather than immediately on a display. Now, with the increasing power in the PC's in widespread use, these techniques are being brought down to the standard desktop.

In this book a wide selection of authors discuss the start of the art in shading. They are, for the most part, active professionally in the graphics display business. A number of them work for video card companies, a number work for gaming companies, or for companies producing software used in gaming. Many are involved with the computer science departments of universities around the world where the most advanced image programming is being researched.

This approach provides for a fast time to print, rather than one author taking a year to write the book. In this industry a year is a lifetime, well, at least a generation in the software.
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