Programming Vertex & Pixel Shaders (Programming Series) 在线电子书 pdf 下载 txt下载 epub 下载 mobi 下载 2024


Programming Vertex & Pixel Shaders (Programming Series)

简体网页||繁体网页
Wolfgang Engel 作者
Charles River Media
译者
2004 出版日期
432 页数
$49.95 价格
Paperback
丛书系列
9781584503491 图书编码

Programming Vertex & Pixel Shaders (Programming Series) 在线电子书 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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发表于2024-08-19


Programming Vertex & Pixel Shaders (Programming Series) 在线电子书 epub 下载 mobi 下载 pdf 下载 txt 下载 2024

Programming Vertex & Pixel Shaders (Programming Series) 在线电子书 epub 下载 mobi 下载 pdf 下载 txt 下载 2024

Programming Vertex & Pixel Shaders (Programming Series) 在线电子书 pdf 下载 txt下载 epub 下载 mobi 下载 2024



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Programming Vertex & Pixel Shaders (Programming Series) 在线电子书 著者简介

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.


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Programming Vertex & Pixel Shaders (Programming Series) 在线电子书 图书描述

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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