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|a Fosner, Ron.
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|a Real-time shader programming :
|b covering DirectX 9.0 /
|c Ron Fosner.
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260 |
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|a San Francisco :
|b Morgan Kaufmann Publishers,
|c ©2003.
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300 |
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|a 1 online resource
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336 |
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|a text
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|a Morgan Kaufmann series in computer graphics and geometric modeling
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500 |
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|a Title from title screen.
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500 |
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|a Includes link to companion web site.
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504 |
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|a Includes bibliographical references and index.
|
500 |
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|a Title from website (viewed January 12, 2006).
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0 |
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|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.
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520 |
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|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 |
|
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|a O'Reilly
|b O'Reilly Online Learning: Academic/Public Library Edition
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590 |
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|b EBSCO eBook Subscription Academic Collection - Worldwide
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|a Three-dimensional imaging.
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650 |
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|a Real-time data processing.
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650 |
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|a Three-dimensional display systems.
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650 |
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6 |
|a Infographie.
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|a Imagerie tridimensionnelle.
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6 |
|a Temps réel (Informatique)
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|a Affichage tridimensionnel.
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|x Imaging Systems.
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7 |
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|x Graphics Applications.
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|2 fast
|
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|
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|
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|
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776 |
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|i Print version:
|a Fosner, Ron.
|t Real-time shader programming.
|d San Francisco : Morgan Kaufmann Publishers, ©2003
|z 1558608532
|z 9781558608535
|w (DLC) 2002112069
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|
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|a Morgan Kaufmann series in computer graphics and geometric modeling.
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