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

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

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Product details

  • Paperback: 432 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.co.uk Sales Rank: 258,403 in Books (See Bestsellers in Books)

    Popular in this category:

    #15 in  Books > Computing & Internet > Programming > Graphics & Multimedia > Graphics
  • See Complete Table of Contents

Product Description

Product Description

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 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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Customer Reviews

2 Reviews
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Average Customer Review
5.0 out of 5 stars (2 customer reviews)
 
 
 
 
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8 of 8 people found the following review helpful:
5.0 out of 5 stars Has EVERYTHING about DirectX 9 shaders, 9 Sep 2004
By Robert Lewis - See all my reviews
(REAL NAME)   
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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1 of 1 people found the following review helpful:
5.0 out of 5 stars Very, very interesting book, 2 Mar 2007
By Dirk Schippers "dirk_schippers" (Belgium) - See all my reviews
(REAL NAME)   
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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