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:: Programming Vertex & Pixel Shaders
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Programming Vertex & Pixel Shaders
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!Part I Introduction 1 Introduction 2 Direct3D Pipeline 3 HLSL Shader Programming 4 Ambient Lighting 5 Diffuse Lighting 6 Specular Lighting 7 Bump Mapping 8 Parallax Mapping with Offset Limiting 9 Self-Shadowing 10 Light Sources 11 Hemispheric Lighting 12 Cook-Torrance Reflection 13 Oren-Nayar Reflection 14 Ward Reflection Model 15 Ashikhmin-Shirley Reflection Model 16 Generate and Access Cube Maps 17 Cube Environment Mapping 18 High Dynamic Range Cube Maps 19 Simple Exposure 20 Faked High Dynamic Range Lighting 21 High Dynamic Range Lighting 22 Advanced Tone Mapping 23 Arbitrary Projection of Two-Dimensional Images onto Geometry 24 Shadow Mapping 25 Shadow Volumes 26 Displacement Mapping 27 First Steps to Geometry Images 28 Shaders as Part of a Game Engine Appendix A Appendix B Comments/Suggestions Bibliography Glossary Index1584503491
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