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REAL-TIME SHADER PROGRAMMING
Real-Time Shader Programming
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By
Ron Fosner, 3D Graphics Architect, Ashland, MA, U.S.A.

Included in series
The Morgan Kaufmann Series in Computer Graphics,

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.

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.

Contents
Preface Chapter 1: Introduction Chapter 2: Preliminary Math Chapter 3: Mathematics of Lighting and Shading Chapter 4: Introduction to Shaders Chapter 5: Shader Set Up in DirectX Chapter 6: Shader Tools and Resources Chapter 7: Shader Buffet Chapter 8: Shader Reference (Part I: Vertex Shader Reference and Part II: Pixel Shader Reference) References Index About the Author About the CD-ROM

Bibliographic details
Paperback, 424 pages, publication date: DEC-2002
ISBN-13: 978-1-55860-853-5
ISBN-10: 1-55860-853-2
Imprint: MORGAN KAUFFMAN

Price and Ordering
Price:
EUR 53.95
USD 73.95
GBP 46
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Last update: 7 Sep 2009
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