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ShaderX3: Advanced Rendering With DirectX And OpenGL

Wolfgang Engel

Table of Contents Sample Chapter Reviews

Welcome to the latest volume of ShaderX! This all-new collection is packed with insightful new techniques, innovative approaches to common problems, and practical tools and tricks that will help you in all areas of shader programming. All of the articles evolved from the work and experiences of industry pros, and all of the sections were edited by shader programming experts. With the rapid advances in DirectX, OpenGL, and graphics cards, vertex and pixel shaders are becoming more widely used in high-end graphics and game development. The challenges of mastering these techniques can be daunting for new programmers, but with this comprehensive collection of ready-to-use techniques, they'll get up to speed quickly. And for the more experienced programmers, they'll find insights and tricks that will improve their efficiency and prevent redundancy. If you are involved in shader programming, this is a must-have reference for your collection.

Features

  • Section 1 Geometry Manipulation: Topology on the GPU; Rendering Complex Formulas; Mesh Object Deforming Using HLSL; Morphing between Two Different Objects; Silhouette Geometry Shaders; GLSL Real-Time Shader Development
  • Section 2 Rendering Techniques: Reflections from Bumpy Surfaces; Massively Parallel Particle Systems on the GPU; Self-Shadowing; Batching via Texture Atlases; Real-Time Texture- Space Skin Rendering; Texture Motion Blur; Animation and Display of Water; Hair Rendering and Shading
  • Section 3 Software Shaders and Shader Programming Tips: Optimizing Dx9 Vertex Shaders for Software Vertex Processing; Software Shaders and DirectX DLL Implementation; Tactical Path-Finding Using Stochastic Maps on the GPUFX Composer 1.5–Standardization
  • Section 4 Image Space: A Steerable Streak Filter; Adaptive Glare; Color Grading; Improved Depth of Field Rendering; Lighting Precomputation Using the Relighting Map; Shaderey– NPR Style Rendering
  • Section 5 Shadows: Poisson Shadow Blur; Fractional-Disk Soft Shadows; Fake Soft Shadows Using Precomputed Visibility Distance Functions; Efficient Omnidirectional Shadow Maps
  • Section 6 3D Engine Design: An Extensible Direct3D Resource Management System; Integrating Shaders into the Vision Rendering Engine; Effect Parameters Manipulation Framework; Shader Visualization Systems for the Art Pipeline; Drawing a Crowd
  • Section 7 Tools Environmental Effects: In-Depth Performance Analyses of DirectX9 Shading Hardware Concerning Pixel Shader and Texture Performance; Shaderbreaker; Generating Shaders from HLSL Fragments
  • Section 8 Environmental Effects: Light Shaft Rendering; Rendering Rainbows; Analytic Model for Daylight with Shaders; Volumetric Clouds

On the CD

The CD-ROM contains the example programs with source code accompanying the majority of chapters, as well as useful demos, and the latest Microsoft® DirectX 9 System Development Kit (SDK).

SECTION EDITORS

Dean Calver
Willem H. de Boer
Tom Forsyth
Eric Haines
Dean Macri
Jason L. Mitchell
Nicolas Thibieroz

CONTRIBUTORS

Wessam Bahnassi
Homam Bahnassi
Ron Barbosa
Florian Born
Zoe Brawley
Clint S. Brewer
Ronny Burkersroda
Dean Calver
Nicolas Capens
Kwok-Hung Choy
Willem H. de Boer
Joachim Diepstraten
Mike Eißele
Dag Frommhold
David R. Gosselin
Shawn Hargreaves
O´dell Hicks
Daniel Horowitz
Gary King
Christian Kleinhuis
Kent F. Knox
Jesse Laeuchli
Stefano Lanza
Lutz Latta
Chi-Sing Leung
Bill Licea-Kane
Jörn Loviscach
Khanh Phong Ly
Chris Maughan
Jason L. Mitchell
Henning Mortveit
William Newhall
Pedro V. Sander
Thorsten Scheuermann
Natalya Tatarchuk
Tiago Sousa
Marco Spörl
Vlad Stamate
Michal Valient
Terry Welsh
Matthias Wloka
Tien-Tsin Wong
Markus Nuebel
Chris Oat
Magnus Österlind
Aras Pranckevicius

EDITOR BIO

Wolfgang F. Engel is a Senior Graphics Programmer in the core technology group at Rockstar San Diego. He is the editor of the ShaderX book series and the author of Programming Vertex and Pixel Shaders. Wolfgang is a frequent speaker at conferences throughout the world and publishes articles in a variety of journals and on several websites. He is also a speaker at the Game Developer's Conference in March 2007, and is a Microsoft DirectX MVP.

ISBN 1-58450-357-2
PRICE $59.95
PUB DATE November 1, 2004
FORMAT Paperback/CD (Windows ) - ~600 pages
SYSTEM REQUIREMENTS To use all of the files on the CD-ROM, you will need the DirectX 9 summer update 2004 SDK, OpenGL 1.5 compatible graphics card, a DirectX 8, 8.1 or 9.0 compatible graphics card; Windows XP with the latest service pack; Visual C++.NET 2003, Visual Studio C/C++ 6.0, 512 MB RAM; 500 MB of free space on your hard drive; Pentium IV/ ATHLON with more than 1.5 GHZ and the latest graphics card drivers.



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