Real-time shader programming : covering DirectX 9.0 /
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 w...
Clasificación: | Libro Electrónico |
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Autor principal: | |
Formato: | Electrónico eBook |
Idioma: | Inglés |
Publicado: |
San Francisco :
Morgan Kaufmann Publishers,
©2003.
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Colección: | Morgan Kaufmann series in computer graphics and geometric modeling.
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Temas: | |
Acceso en línea: | Texto completo Texto completo |
MARC
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100 | 1 | |a Fosner, Ron. | |
245 | 1 | 0 | |a Real-time shader programming : |b covering DirectX 9.0 / |c Ron Fosner. |
260 | |a San Francisco : |b Morgan Kaufmann Publishers, |c ©2003. | ||
300 | |a 1 online resource | ||
336 | |a text |b txt |2 rdacontent | ||
337 | |a computer |b c |2 rdamedia | ||
338 | |a online resource |b cr |2 rdacarrier | ||
490 | 1 | |a Morgan Kaufmann series in computer graphics and geometric modeling | |
500 | |a Title from title screen. | ||
500 | |a Includes link to companion web site. | ||
504 | |a Includes bibliographical references and index. | ||
500 | |a Title from website (viewed January 12, 2006). | ||
505 | 0 | |a 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. | |
520 | |a 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. * Contains a complete reference of the low-level shader language for both DirectX 8 and DirectX 9 * Provides an interactive shader demonstration tool (RenderMonkeyTM) for testing and experimenting * Includes a CD ROM containing all shader examples, source code, and tools, plus the DirectX SDK * Maintains an updated version of the detailed shader reference section at www.directx.com * Teaches the latest shader programming techniques for high-performance real-time 3D graphics. | ||
590 | |a O'Reilly |b O'Reilly Online Learning: Academic/Public Library Edition | ||
590 | |a eBooks on EBSCOhost |b EBSCO eBook Subscription Academic Collection - Worldwide | ||
630 | 0 | 0 | |a DirectX. |
630 | 0 | 7 | |a DirectX |2 fast |
650 | 0 | |a Computer graphics. | |
650 | 0 | |a Three-dimensional imaging. | |
650 | 0 | |a Real-time data processing. | |
650 | 0 | |a Three-dimensional display systems. | |
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650 | 6 | |a Affichage tridimensionnel. | |
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650 | 7 | |a three-dimensional. |2 aat | |
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650 | 7 | |a COMPUTERS |x Digital Media |x Graphics Applications. |2 bisacsh | |
650 | 7 | |a Three-dimensional imaging |2 fast | |
650 | 7 | |a Computer graphics |2 fast | |
650 | 7 | |a Real-time data processing |2 fast | |
650 | 7 | |a Three-dimensional display systems |2 fast | |
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830 | 0 | |a Morgan Kaufmann series in computer graphics and geometric modeling. | |
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