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Item:Shaders books for Game Programmers and Artists

Shaders books for Game Programmers and Artists

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Ended09 Nov, 200900:46:04 AEDST
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Item number:260499956615
Item location:Brisbane, Australia
Posts to:Australia
Last updated on 00:49:27 AEDST, 02 Nov, 2009 View all revisions
Item specifics - Educational, Textbooks
Product Type: TextbookPrinting Year: --
Subject: Computers & InternetLanguage: English
 --Condition: New
Educational Level: Professional  
Shaders for Game Programmers and Artists and Programming Vertex and Pixel Shaders
BOTH BOOKS WITH UNOPENED DVD's

These books are in as new condition and have been sitting in storage since new due to house renovations. I'm a self diagnosed book junkie and have had a slight career change so I am selling my collection of 3d and animation books. All are in as new condition so check my other listings as I will be adding more books and DVD collections in the coming weeks.
Brilliant quality! Great source for the programmer or technical artist.

Grab yourself a bargain.

http://www.amazon.com/Shaders-Programmers-Artists-Premier-Development/dp/1592000924
http://www.amazon.com/Programming-Vertex-Pixel-Shaders/dp/1584503491/ref=sr_1_1?ie=UTF8&s=books&qid=1257082634&sr=1-1

Product Description

"Shaders for Game Programmers and Artists"—the title says it all. This book does something that other shader books don’t. It focuses solely on shaders and their creation. You’ll use ATI’s RenderMonkey platform, giving you an easy-to-use framework for shader development and allowing you to focus your energy on shader development rather than the development of framework applications. Cover simple techniques, from the basics of color filters to more advanced topics, such as depth of field, heat shimmer, and high-dynamic range rendering. Extensive excercises at the end of each chapter allow you to test your skills by expanding upon the shader you’ve just developed. Whether you are an engineer or a technically minded artist, you’ve finally found the ideal guide for mastering shaders!


From the Author

Programmable shaders are the best and latest in the computer graphic industry. With the latest generations of video cards out there developed by ATI Technologies and nVidia, it is now possible to draw interactive scenes on a computer with an unsurpassed realism. With the current rate of advancement in this field, it is only a matter of years before the quality of graphics generated matches the visuals in some of most recent Hollywood movies such as "I, ROBOT" or "Spider Man 2". Some of the most anticipated video games this year, such as Doom 3, HALO 2 and Half-Life 2, take full advantage these cards and I wanted to show my readers exactly how easily it could be done.

Most books out there which cover the topic of programmable shaders also covered broadly the topic of computer graphics. I wanted to do something different and focus in-depth on the specific topic of programmable shaders. To accomplish this, I have taken advantage of a tool called RenderMonkey, developed by ATI Technologies, to quickly prototype shaders and spend less time worrying about the other aspects of computer graphics.

Product Description

When newer graphics cards started offering a programming interface to their graphics-processing unit (GPU), there was a fundamental change from fixed-function to programmable graphics hardware. This fundamental change offers a whole new level of opportunities for real-time graphics programmers. using shaders not only allows you to create unique games and graphics, but it allows you to be far more creative.

Programming Vertex and Pixel Shaders uses a "cookbook" approach to teach beginning to intermediate graphics and game programmers to program shaders in the High-Level Shading Language (HLSL), the primary real0time shading language used in recent game development. The book uses a wide range of examples (over 60) to teach various techniques, ranging from simple real-time lighting to advanced, cutting-edge rendering. The book is broken into eight parts covering introductory material, shadows, high dynamic range lighting, lighting algorithms, vertex texturing, projective texture mapping, environment cube mapping, and advanced reflectance algorithms (Cook-Torrance, Oren-Nayar, Ward, and Ashikhmin-Shirly).

The coverage starts from the beginning, so no existing knowledge of shader programming is required. This book does assume a basic understanding of the math typically used in a game engine and an intermediate understanding of the Direct3D API.

This is the one resource developers need to learn practical current techniques for programming shaders for next-generation games and graphics!

Key Features:
* Teaches programmers how to write and compile vertex and pixel shaders in HLSL with more than 60 example programs
* Leads programmers from the basics of how to install the shader debugger to advanced rendering
* Details how to implement per-pixel lighting algorithms (Blinn-Phong, Phong, Cook-Torrance, Oren-Nayar, Ward, and Ashikhmin-Shirley reflectance models) and shadow techniques on recent hardware
* Includes an appendix featuring vs_3_0 and ps_3_0 assembly shader programming with more than a dozen example programs

On the CD-ROM!
* All source code for the example programs in each chapter in HLSL
* Assembly Shader examples for vs_3_0 and ps_3_0
* All the figures from the book

SYSTEM REQUIREMENTS
DirectX 9 System Development Kit (SDK); Windows XP Professional with the newest service pack (Windows XP Home does not support debug runtimes); At least Visual C++.NET 2003 (The DirectX shader bugger requires this); 512MB of RAM minimum; 500MB of free space on your hard drive minimum; Pentium IV/ATHLON with more than 1.5GHZ, and a graphics card that supports pixel shader Version 2 or 3. The most important requirement is the graphics card. To receive real-time visual feedback from the examples, your graphics card should support pixel shader Version 2 at the least. The examples in Chapters 26 and 27 require a graphics card that supports pixel shader Version 3. If you do not have such a graphics card, the DirectX reference rasterizer (REF) will take over, and the examples will run very slowly, but most of them will run fast enough for you to see what is going on. Because the REF will be installed only with the DirectX 9 SDK (or newer), the SDK must always be installed first to text the example programs.


About the Author

Wolfgang F. Engel (Frankenthal, Germany) regularly publishes articles that appear on Gamedev.net and Gamasutra.com. He is also the editor of the ShaderX series of books, and author of Beginning Direct3D Game Programming.



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