Description |
1 online resource |
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text txt rdacontent |
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computer c rdamedia |
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online resource cr rdacarrier |
Series |
Morgan Kaufmann series in computer graphics and geometric modeling |
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Morgan Kaufmann series in computer graphics and geometric modeling.
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Note |
Title from title screen. |
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Includes link to companion web site. |
Bibliography |
Includes bibliographical references and index. |
Note |
Title from website (viewed January 12, 2006). |
Contents |
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. |
Summary |
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. * Contains a complete reference of the low-level shader language for both DirectX 8 and DirectX 9 * Provides an interactive shader demonstration tool (RenderMonkeyTM) for testing and experimenting * Includes a CD ROM containing all shader examples, source code, and tools, plus the DirectX SDK * Maintains an updated version of the detailed shader reference section at www.directx.com * Teaches the latest shader programming techniques for high-performance real-time 3D graphics. |
Subject |
DirectX.
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DirectX
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Computer graphics.
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Three-dimensional imaging.
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Real-time data processing.
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Three-dimensional display systems.
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Infographie.
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Imagerie tridimensionnelle.
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Temps réel (Informatique)
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Affichage tridimensionnel.
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computer graphics.
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three-dimensional.
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COMPUTERS -- Image Processing.
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PHOTOGRAPHY -- Techniques -- Digital.
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TECHNOLOGY & ENGINEERING -- Imaging Systems.
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COMPUTERS -- Digital Media -- Graphics Applications.
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Three-dimensional imaging
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Computer graphics
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Real-time data processing
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Three-dimensional display systems
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Other Form: |
Print version: Fosner, Ron. Real-time shader programming. San Francisco : Morgan Kaufmann Publishers, ©2003 1558608532 9781558608535 (DLC) 2002112069 (OCoLC)51886021 |
ISBN |
9780080515908 (electronic bk.) |
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0080515908 (electronic bk.) |
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1558608532 |
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9781558608535 |
Standard No. |
AU@ 000054159905 |
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CHBIS 005828048 |
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CHNEW 001004821 |
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CHVBK 168512467 |
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DEBBG BV039832447 |
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DEBBG BV042032973 |
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DEBBG BV042307389 |
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DEBBG BV043122978 |
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DEBSZ 405314671 |
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DEBSZ 414184513 |
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DEBSZ 422086738 |
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GBVCP 801383722 |
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NZ1 12435721 |
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UKMGB 017582590 |
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