Real-time shader programming covering DirectX 9.0 /
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 w...
Κύριος συγγραφέας: | Fosner, Ron. |
---|---|
Μορφή: | Ηλεκτρονική πηγή |
Γλώσσα: | English |
Στοιχεία έκδοσης: |
San Francisco :
Morgan Kaufmann Publishers,
c2003.
|
Σειρά: |
Morgan Kaufmann series in computer graphics and geometric modeling.
|
Θέματα: | |
Διαθέσιμο Online: |
http://www.sciencedirect.com/science/book/9781558608535 |
Ετικέτες: |
Προσθήκη ετικέτας
Δεν υπάρχουν, Καταχωρήστε ετικέτα πρώτοι!
|
LEADER | 03046nam a2200313 a 4500 | ||
---|---|---|---|
001 | 1/45236 | ||
008 | 140820s2003 us 001 0 eng | ||
020 | |a 9781558608535 | ||
020 | |a 1558608532 | ||
035 | |l 48195 | ||
040 | |a OPELS |b eng |c OPELS |d BAKER |d OCLCQ |d OCLCF |d GR-PeUP | ||
100 | 1 | |a Fosner, Ron. | |
245 | 1 | 0 | |a Real-time shader programming |h [electronic resource] : |b covering DirectX 9.0 / |c Ron Fosner. |
260 | |a San Francisco : |b Morgan Kaufmann Publishers, |c c2003. | ||
300 | |a 1 online resource (xviii, 406 p.) : |b ill. (some col.) | ||
490 | 1 | |a Morgan Kaufmann series in computer graphics and geometric modeling | |
520 | |a 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. | ||
505 | 0 | |a 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. | |
504 | |a Includes bibliographical references and index. | ||
650 | 4 | |a Computer graphics. | |
650 | 4 | |a Real-time data processing. | |
650 | 4 | |a Three-dimensional display systems. | |
630 | 0 | 0 | |a DirectX. |
655 | 4 | |a Electronic books. | |
830 | 0 | |a Morgan Kaufmann series in computer graphics and geometric modeling. | |
852 | |a INST |b UNIPILB |c EBOOKS |e 20100625 |p 00b48195 |q 00b48195 |t ONLINE |y 0 | ||
856 | 4 | 0 | |3 ScienceDirect |u http://www.sciencedirect.com/science/book/9781558608535 |
856 | 4 | |d /webopac/covers/03/48195_9781558608535.jpg | |
856 | 4 | |d /webopac/covers/03/48195_1558608532.jpg |