Real-Time Shader Programming

Real-Time Shader Programming on ScienceDirect(Opens new window)
Paperback, 424 Pages
Published: DEC-2002
ISBN 10: 1-55860-853-2
ISBN 13: 978-1-55860-853-5
Imprint: MORGAN KAUFMANN


By
Ron Fosner, 3D Graphics Architect, Ashland, MA, U.S.A.

Description
Now that PC users have entered the realm of programmable hardware, graphics programmers can create 3D images and animations comparable to those produced by RenderMan's procedural programs—-but in real time. Here is a book that will bring this cutting-edge technology to your computer. Beginning with the mathematical basics of vertex and pixel shaders, and building to detailed accounts of programmable shader operations, Real-Time Shader Programming provides the foundation and techniques necessary for replicating popular cinema-style 3D graphics as well as creating your own real-time procedural shaders. A compelling writing style, color illustrations throughout, and scores of online resources make Real-Time Shader Programming an indispensable tutorial/reference for the game developer, graphics programmer, game artist, or visualization programmer, to create countless real-time 3D effects.

Included in series
The Morgan Kaufmann Series in Computer Graphics

Audience:
Professional game developers, programmers, and real-time graphics programmers. Students in computer animation and computer graphics studying game programming, real-time graphics, rendering, modeling, simulation, and virtual worlds and interactive environments on the web.


 
Last update: 5 Nov 2011