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Bidding has ended on this item. Item:Shaders books for Game Programmers and Artists |
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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 AuthorProgrammable 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: On the CD-ROM! SYSTEM REQUIREMENTS About the AuthorWolfgang 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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