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...

Πλήρης περιγραφή

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