The ShaderX series provides a complete toolbox of cutting-edge advanced graphics hardware and software techniques for all levels of graphics programmers, from novices to graphics gurus...Author: Wolfgang Engel ISBN: 1-58450-425-0Pub Date: January 13, 2006Format: Cloth/CD (Windows ) - 575 pagesBookDescription
The ShaderX series provides a complete toolbox of cutting-edge advancedgraphics hardware and software techniques for all levels of graphicsprogrammers, from novices to graphics gurus.
With the increasing pixel shader power of current graphics cards, techniquesthat were once done on the CPU or simply avoided due to their expense are nowpossible, and this latest volume of the ShaderX series is filled with articlesthat provide methods for performing these techniques. The collection coversstate-of-the-art, shader rendering techniques that will bring your graphics to anew level of realism. Throughout the book you’ll find a plethora of all new,ready-to-use solutions and tools for the many graphics programming challengesyou face everyday. These solutions will save valuable programming time, helpingto make you more efficient and productive. 577pp.
Throughout the collection you’ll find:
- How to simulate cloth on the GPU
- How to use ambient occlusion efficiently in a game environment
- Several global illumination approaches suitable for current hardware platforms
- How to do real-time caustics on the GPU
- Several ways for how to make your shadow penumbra software for shadow volumes and shadow maps
- Tips for using the D3DXEffects framework efficiently and how to integrate post processing
- Real-time damage system that uses a damage map to store damage data
- Snow rendering
- Procedural generation of textures
- Tricks, tips, and techniques for super shader, a light map precomputation tool that stores radiosity light maps, and a system for debugging and optimizing applications
And much more…
This is an indispensable series that should be on ever graphics programmer’sbookshelf!On The CD
The CD-ROM contains the example programs with source code accompanying thechapters, along with demos where applicable.
Sections Included
Geometry Manipulation: Kenneth Hurley
Image Space: Natalya Tatarchuk
3D Engine Design: Tom Forsyth
Environmental Effects: Matthias Wloka
Rendering Techniques: Sebastian St. Laurent
Shadows: Eric Haines
Beyond Pixels & Triangles: Dean Calver
Tools, Tips, and Tricks: Wolfgang Engel
Editor Bio
Wolfgang F. Engel is a Senior Special FX Engineering at wingsSimulations. He is the editor of the ShaderX book series and the authorProgramming Vertex and Pixel Shaders. Wolfgang is a frequent speaker atconferences world-wide and publishes articles on several Web sites.
Author: Wolfgang Engel
ISBN: 1-58450-425-0
Pub Date: January 13, 2006
Format: Cloth/CD (Windows ) - 575 pages
1584504250