Real-Time Shader Programming - Ron Fosner

Real-Time Shader Programming

(Autor)

Buch | Softcover
424 Seiten
2003
Morgan Kaufmann Publishers In (Verlag)
978-1-55860-853-5 (ISBN)
68,55 inkl. MwSt
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Beginning with the mathematical basics of vertex and pixel shaders, and building to detailed accounts of programmable shader operations, this title provides the foundation and techniques necessary for replicating popular cinema-style 3D graphics as well as creating your own real-time procedural shaders.
Now that PC users have entered the realm of programmable hardware, graphics programmers can create 3D images and animations comparable to those produced by RenderMan's procedural programs—-but in real time. Here is a book that will bring this cutting-edge technology to your computer. Beginning with the mathematical basics of vertex and pixel shaders, and building to detailed accounts of programmable shader operations, Real-Time Shader Programming provides the foundation and techniques necessary for replicating popular cinema-style 3D graphics as well as creating your own real-time procedural shaders. A compelling writing style, color illustrations throughout, and scores of online resources make Real-Time Shader Programming an indispensable tutorial/reference for the game developer, graphics programmer, game artist, or visualization programmer, to create countless real-time 3D effects.

A graphics programmer for nearly 20 years, Ron Fosner wrote the book OpenGL Programming for Windows 95 and Windows NT, published articles for Microsoft Systems Journal, Dr. Dobb’s, Game Developer Magazine, Gamasutra, and Microsoft Developer Network CD's, and lectured at the Windows Developer and Game Developers conferences. He currently runs DirectX.com, a graphics consultancy firm.

Preface Chapter 1: Introduction Chapter 2: Preliminary Math Chapter 3: Mathematics of Lighting and Shading Chapter 4: Introduction to Shaders Chapter 5: Shader Set Up in DirectX Chapter 6: Shader Tools and Resources Chapter 7: Shader Buffet Chapter 8: Shader Reference (Part I: Vertex Shader Reference and Part II: Pixel Shader Reference) References Index About the Author About the CD-ROM

Erscheint lt. Verlag 10.1.2003
Reihe/Serie The Morgan Kaufmann Series in Computer Graphics
Verlagsort San Francisco
Sprache englisch
Maße 187 x 235 mm
Gewicht 980 g
Themenwelt Mathematik / Informatik Informatik Grafik / Design
ISBN-10 1-55860-853-2 / 1558608532
ISBN-13 978-1-55860-853-5 / 9781558608535
Zustand Neuware
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