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ShaderX6: Advanced Rendering
Welcome to ShaderX6, the latest volume in the cutting-edge, indispensable series for game and graphics programmers. This all-new volume is packed with a collection of insightful techniques, innovative approaches 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. ShaderX6: Advanced Rendering Techniques 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 everyday programming challenges and bring your graphics to a new level of realism. This collection offers time-saving solutions to help you become more effi cient and productive, and is a must-have reference for all shader programmers..
Price: $37.75
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ShaderX5: Advanced Rendering Techniques
Shader X5 Advanced Rendering Techniques 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 written by programming professionals from around the world. These authors have a wealth of knowledge and experience in the field, and each section is edited by an industry expert to ensure the highest quality and usefulness! The collection is broken into nine comprehensive sections. The geometry section covers improved N-Patches, how to generate dynamic wrinkles on animated meshes and much more. In the rendering section you'll discover how to generate a tangent space ordinate system in the pixel shader, how to setup an area light for games, and a variety of other techniques. Practical and useful multi-frustum shadow maps like Cascaded Shadow Maps and Queried Virtual Shadow maps are covered in the shadow section. The environmental techniques section features the beautiful volume particle approaches: Rain and Godrays under water. The global illumination section covers techniques that should work in next-gen games. The new mobile section lays out the basics of shader driven next-gen mobile development and some advanced effects tailored to the devices. Many shader-relevant engine design decisions are covered in the 3D Engine Design section. It also deals with post-processing effects, how to design shader plugins, and how to bind shader data. The Beyond Pixels and Triangles section covers a printf for the pixel shader, random number generator on the GPU, and many more..
Price: $36.66
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ShaderX3: Advanced Rendering with DirectX and OpenGL (Shaderx Series)
Welcome to the latest volume of ShaderX! This all-new collection is packed with insightful new techniques, innovative approaches to common problems, and practical tools and tricks that will help you in all areas of shader programming All of the articles evolved from the work and experiences of industry pros, and all of the sections were edited by shader programming experts. With the rapid advances in DirectX, OpenGL, and graphics cards, vertex and pixel shaders are becoming more widely used in high-end graphics and game development. The challenges of mastering these techniques can be daunting for new programmers, but with this comprehensive collection of ready-to-use techniques, they’ll get up to speed quickly. And for the more experienced programmers, they’ll find insights and tricks that will improve their efficiency and prevent redundancy. If you are involved in shader programming, this is a must-have reference for your collection. ON THE CD: The CD-ROM contains the example programs with source code accompanying the majority of chapters, as well as useful demos, and the latest Microsoft™ DirectX 9 System Development Kit (SDK). SYSTEM REQUIREMENTS: To use all of the files on the CD-ROM, you will need the DirectX 9 summer update 2004 SDK, OpenGL 1.5 compatible graphics card, a DirectX 8, 8.1 or 9.0 compatible graphics card; Windows XP with the latest service pack; Visual C++.NET 2003, Visual Studio C/C++ 6.0, 512 MB RAM; 500 MB of free space on your hard drive; Pentium IV/ ATHLON with more than 1.5 GHZ and the latest graphics card drivers. SAMPLE TOPIC COVERAGE Section 1 Geometry Manipulation: Topology on the GPU; Rendering Complex Formulas; Mesh Object Deforming Using HLSL; Morphing between Two Different Objects; Silhouette Geometry Shaders; GLSL Real-Time Shader Development Section 2 Rendering Techniques: Reflections from Bumpy Surfaces; Massively Parallel Particle Systems on the GPU; Self-Shadowing; Batching via Texture Atlases; Real-Time Texture- Space Skin Rendering; Texture Motion Blur; Animation and Display of Water; Hair Rendering and Shading Section 3 Software Shaders and Shader Programming Tips: Optimizing Dx9 Vertex Shaders for Software Vertex Processing; Software Shaders and DirectX DLL Implementation; Tactical Path-Finding Using Stochastic Maps on the GPUFX Composer 1.5—Standardization Section 4 Image Space: A Steerable Streak Filter; Adaptive Glare; Color Grading; Improved Depth of Field Rendering; Lighting Precomputation Using the Relighting Map; Shaderey— NPR Style Rendering Section 5 Shadows: Poisson Shadow Blur; Fractional-Disk Soft Shadows; Fake Soft Shadows Using Precomputed Visibility Distance Functions; Efficient Omnidirectional Shadow Maps Section 6 3D Engine Design: An Extensible Direct3D Resource Management System; Integrating Shaders into the Vision Rendering Engine; Effect Parameters Manipulation Framework; Shader Visualization Systems for the Art Pipeline; Drawing a Crowd Section 7 Tools Environmental Effects: In-Depth Performance Analyses of DirectX9 Shading Hardware Concerning Pixel Shader and Texture Performance; Shaderbreaker; Generating Shaders from HLSL Fragments Section 8 Environmental Effects: Light Shaft Rendering; Rendering Rainbows; Analytic Model for Daylight with Shaders; Volumetric Clouds SECTION EDITORS Dean Calver Willem H. de Boer Tom Forsyth Eric Haines Dean Macri Jason L. Mitchell Nicolas Thibieroz CONTRIBUTORS Wessam Bahnassi Homam Bahnassi Ron Barbosa Florian Born Zoe Brawley Clint S. Brewer Ronny Burkersroda Dean Calver Nicolas Capens Kwok-Hung Choy Willem H. de Boer Joachim Diepstraten Mike Eißele Dag Frommhold David R. Gosselin Shawn Hargreaves O´dell Hicks Daniel Horowitz Gary King Christian Kleinhuis Kent F. Knox Jesse Laeuchli Stefano Lanza Lutz Latta Chi-Sing Leung Bill Licea-Kane Jörn Loviscach Khanh Phong Ly Chris Maughan Jason L. Mitchell Henning Mortveit William Newhall Markus Nuebel Chris Oat Magnus Österlind Aras Pranckevicius Pedro V. Sander Thorsten Scheuermann Natalya Tatarchuk Tiago Sousa Marco Spörl Vlad Stamate Michal Valient Terry Welsh Matthias Wloka Tien-Tsin Wong.
Price: $35.93
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ShaderX4: Advanced Rendering Techniques (Graphics Series)
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. With the increasing pixel shader power of current graphics cards, techniques that were once done on the CPU or simply avoided due to their expense are now possible, and this latest volume of the ShaderX series is filled with articles that provide methods for performing these techniques. The collection covers state-of-the-art, shader rendering techniques that will bring your graphics to a new 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 challenges you face everyday. These solutions will save valuable programming time, helping to make you more efficient and productive. 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’s bookshelf! 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 On the CD: The CD-ROM contains the example programs with source code accompanying the chapters, along with demos where applicable. System Requirements: Pentium IV/ATHLON with more than 1/5 GHz, DirectX 9 June 2005 update SDK, OpenGL 1.5-compatible graphics card, a DirectX8, 8.1, or 9.0-compatible graphics card, Windows XP with the latest service pack, Visual C++ .NET 2003, (some files require Visual Studio C/C++ 6.0), 512MB RAM, 500MB of free space on your hard drive, and the latest graphics card drivers..
Price: $37.77
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Direct3D ShaderX: Vertex and Pixel Shader Tips and Tricks with CDROM
Vertex and pixel shader programming allows graphics and game developers to create photorealistic graphics on the personal computer for the first time. And with DirectX, programmers have access to an assembly language interface to the transformation and lighting hardware (vertex shaders) and the pixel pipeline (pixel shaders). Direct3D ShaderX begins with an introduction to vertex and pixel shader programming and moves on to a wide array of specialized shader tricks contributed by 27 experts in game and graphics programming. These range from character animation and lighting to photorealistic faces and non-photorealistic rendering. Special effects shaders are also presented, including those for such effects as bubbles, rippling water, animated grass, and particle flows..
Price: $19.93
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