ShaderX4

ShaderX4
Author: Wolfgang F. Engel
Publisher:
Total Pages: 626
Release: 2006
Genre: Computers
ISBN:

With all new articles, this resource provides graphics and game programmers with innovative, ready-to-use techniques and tips for programming that have been written by pros and industry experts. By using these techniques, programmers will become more efficient and better prepared to overcome a variety of programming challenges.

Direct3d ShaderX

Direct3d ShaderX
Author: Wolfgang F. Engel
Publisher: Wolfgang Engel
Total Pages: 526
Release: 2002
Genre: Computers
ISBN: 9781556220418

Focusing on Direct3D 8.x, this book shows a wide array of specialized vertex and pixel shader programming tricks from industry experts.

ShaderX2

ShaderX2
Author: Wolfgang F. Engel
Publisher: Wordware
Total Pages: 681
Release: 2003
Genre: Computers
ISBN: 9781556229886

Topics include advanced implementation of image space techiques and non-photorealistic rendering in Microsoft's DirectX 9.0

GPU Pro 7

GPU Pro 7
Author: Wolfgang Engel
Publisher: CRC Press
Total Pages: 322
Release: 2016-03-23
Genre: Computers
ISBN: 1498742548

The latest edition of this bestselling game development reference offers proven tips and techniques for the real-time rendering of special effects and visualization data that are useful for beginners and seasoned game and graphics programmers alike.Exploring recent developments in the rapidly evolving field of real-time rendering, GPU Pro 7: Advanc

ShaderX7

ShaderX7
Author: Wolfgang Engel
Publisher: Charles River Media
Total Pages: 773
Release: 2009
Genre: Computers
ISBN: 9781584505983

Welcome to ShaderX7: Advanced Rendering Techniques, the latest volume in the cuttingedge, indispensable series for game and graphics programmers.This all-new volume is packed with a collection of insightful techniques, innovative solutions to common problems, and practical tools and tricks that provide you with a complete shader programming toolbox. Every article was developed from the research and experiences of industry pros and edited by shader experts, resulting in unbiased coverage of all hardware and developer tools. ShaderX7 provides coverage of the vertex and pixel shader methods used in high-end graphics and game development.These state-of-the-art, ready-to-use solutions will help you meet your daily programming challenges and bring your graphics to a new level of realism.This collection offers time-saving solutions to help you become more efficient and productive, and is a must-have reference for all shader programmers

Real-Time Rendering

Real-Time Rendering
Author: Tomas Akenine-Möller
Publisher: CRC Press
Total Pages: 1046
Release: 2019-01-18
Genre: Computers
ISBN: 1315362007

Thoroughly revised, this third edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used in games and other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style. The authors have made the figures used in the book available for download for fair use.:Download Figures. Reviews Rendering has been a required reference for professional graphics practitioners for nearly a decade. This latest edition is as relevant as ever, covering topics from essential mathematical foundations to advanced techniques used by today’s cutting edge games. -- Gabe Newell, President, Valve, May 2008 Rendering ... has been completely revised and revamped for its updated third edition, which focuses on modern techniques used to generate three-dimensional images in a fraction of the time old processes took. From practical rendering for games to math and details for better interactive applications, it's not to be missed. -- The Bookwatch, November 2008 You'll get brilliantly lucid explanations of concepts like vertex morphing and variance shadow mapping—as well as a new respect for the incredible craftsmanship that goes into today's PC games. -- Logan Decker, PC Gamer Magazine , February 2009

GPU Pro 2

GPU Pro 2
Author: Wolfgang Engel
Publisher: CRC Press
Total Pages: 500
Release: 2016-04-19
Genre: Computers
ISBN: 1439865604

This book focuses on advanced rendering techniques that run on the DirectX and/or OpenGL run-time with any shader language available. It includes articles on the latest and greatest techniques in real-time rendering, including MLAA, adaptive volumetric shadow maps, light propagation volumes, wrinkle animations, and much more. The book emphasizes te

Programming Vertex and Pixel Shaders

Programming Vertex and Pixel Shaders
Author: Wolfgang F. Engel
Publisher: Delmar Thomson Learning
Total Pages: 413
Release: 2004
Genre: Computers
ISBN: 9781584503491

A definitive guide to shader programming teaches techniques like shadow mapping, displacement mapping, and high-dynamic lighting, which allows game programmers to create unique games and graphics. Original. (Advanced)

The Complete Effect and HLSL Guide

The Complete Effect and HLSL Guide
Author: Sebastien St-Laurent
Publisher:
Total Pages: 326
Release: 2005
Genre: Computer games
ISBN: 0976613212

The topic of The Complete Effect and HLSL Guide is shader development and management, and therefore it is written for any developers who have some interest in being efficient at using and integrating shaders within their applications. This book is written to serve as both a teaching and reference manual, making it a must-have to everybody from hobbyist programmers to professional developers. The approach taken throughout The Complete Effect and HLSL Guide makes it the perfect book for anyone who wants to integrate shaders into their application and take advantage of the power of the DirectX effect framework and the HLSL shading language. The followig topics are covered:* Introduction to both the HLSL shading language and effect file development including their detailed syntax and use.* Complete reference along with performance considerations to every HLSL and assembly shader instructions.Introdution the DirectX Effect Framework and complete overview to its API.* Optimization tips and tricks to make the best out of your shaders.* Coverage of all the main components of the Effect Framework in addition to putting the pieces of the puzzle together allowing you to develop a shader management framework.

ShaderX6

ShaderX6
Author: Wolfgang F. Engel
Publisher: Charles River Media
Total Pages: 0
Release: 2008
Genre: Computer games
ISBN: 9781584505440

"Shader X6: Advanced Rendering" is the newest volume in this cutting-edge, indispensable series for game and graphics programmers. This all new volume is packed with articles covering state-of-the-art shader techniques and tools. These ready-to-use techniques are written by programming professionals from around the world who have a broad depth of experience and knowledge. Each section in the book is also edited by an industry expert to ensure the highest quality and value. The book is broken down into relevant sections to provide programmers with specific tools in geometry, lighting, shadows, environmental effects, 3D engines, and mobile devices, with an emphasis on lighting and DirectX advancements.