Programming Vertex & Pixel Shaders (Programming Series)

Programming Vertex & Pixel Shaders (Programming Series) pdf epub mobi txt 电子书 下载 2025

Wolfgang is a Senior Graphics Programmer in the core technology group at Rockstar San Diego. He is the editor of the ShaderX book series and the author of Programming Vertex and Pixel Shaders. Wolfgang is a frequent speaker at conferences throughout the world and publishes articles in a variety of journals and on several websites. He is also a speaker at the Game Developer's Conference in March 2007, and is a Microsoft DirectX MVP.

出版者:Charles River Media
作者:Wolfgang Engel
出品人:
页数:432
译者:
出版时间:2004
价格:$49.95
装帧:Paperback
isbn号码:9781584503491
丛书系列:
图书标签:
  • 游戏开发 
  • 图形学 
  • shader 
  • Graphics 
  • 计算机科学 
  • 计算机 
  • 英文版 
  • 编程 
  •  
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When newer graphics cards started offering a programming interface to their graphics-processing unit (GPU), there was a fundamental change from fixed-function to programmable graphics hardware. This fundamental change offers a whole new level of opportunities for real-time graphics programmers. using shaders not only allows you to create unique games and graphics, but it allows you to be far more creative. Programming Vertex and Pixel Shaders uses a "cookbook" approach to teach beginning to intermediate graphics and game programmers to program shaders in the High-Level Shading Language (HLSL), the primary real0time shading language used in recent game development. The book uses a wide range of examples (over 60) to teach various techniques, ranging from simple real-time lighting to advanced, cutting-edge rendering. The book is broken into eight parts covering introductory material, shadows, high dynamic range lighting, lighting algorithms, vertex texturing, projective texture mapping, environment cube mapping, and advanced reflectance algorithms (Cook-Torrance, Oren-Nayar, Ward, and Ashikhmin-Shirly). The coverage starts from the beginning, so no existing knowledge of shader programming is required. This book does assume a basic understanding of the math typically used in a game engine and an intermediate understanding of the Direct3D API. This is the one resource developers need to learn practical current techniques for programming shaders for next-generation games and graphics!

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