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Shaderx2
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Download or read book ShaderX2 written by Wolfgang F. Engel and published by Wordware. This book was released on 2003 with total page 681 pages. Available in PDF, EPUB and Kindle. Book excerpt: Topics include advanced implementation of image space techiques and non-photorealistic rendering in Microsoft's DirectX 9.0
Book Synopsis Advanced Lighting and Materials with Shaders by : Kelly Dempski
Download or read book Advanced Lighting and Materials with Shaders written by Kelly Dempski and published by Wordware Publishing, Inc.. This book was released on 2005 with total page 360 pages. Available in PDF, EPUB and Kindle. Book excerpt: The world around us is filled with subtle lighting effects, but until recently it was not possible to duplicate these real-world effects in computer games because of the limits of consumer graphics hardware. Advanced Lighting and Materials with Shaders explains the principles of lighting theory and discusses how to create realistic lighting that takes full advantage of the capabilities of modern hardware. Topics include the physics of light, raytracing and related techniques, objects and materials, lighting and reflectance models, implementing lights in shaders, spherical harmonic lighting, spherical harmonics in DirectX, and real-time radiosity.Upon reading this text, you will understand the underlying physics of light and energy; learn about the visual features of different materials and how they can be modeled for real-time graphics; find out about the different lighting models; discover how real-time techniques compare to ray tracing; learn to use the provided shader implementations to implement lights and realistic materials in real time.Accompanying CD-ROM includes all the code in the book with resources (models, textures, probes, etc.) needed to run the programs, along with the SDKs and libraries needed to build the programs and luminance Radiosity Studio, an advanced radiosity program.
Book Synopsis DirectX 9 User Interfaces by : Alan Thorn
Download or read book DirectX 9 User Interfaces written by Alan Thorn and published by Wordware Publishing, Inc.. This book was released on 2004 with total page 376 pages. Available in PDF, EPUB and Kindle. Book excerpt: Companion CD included with Paint Shop Pro 8 evaluation edition!Interfaces strongly affect how an application or game is received by a user, no matter which cutting-edge features it may boast. This unique book presents a comprehensive solution for creating good interfaces using the latest version of DirectX. This involves building an interface library from the ground up. Divided into three sections, the book discusses the foundations of interface design, the construction of a feature-rich interface library, and the creation of a fully functional media player in DirectShow.
Book Synopsis Making a Game Demo by : Chad Gregory Walker
Download or read book Making a Game Demo written by Chad Gregory Walker and published by Wordware Publishing, Inc.. This book was released on 2005 with total page 422 pages. Available in PDF, EPUB and Kindle. Book excerpt: Making a Game Demo: From Concept to Demo Gold provides a detailed and comprehensive guide to getting started in the computer game industry. Written by professional game designers and developers, this book combines the fields of design, art, scripting, and programming in one book to help you take your first steps toward creating a game demo. Discover how the use of documentation can help you organize the game design process; understand how to model and animate a variety of objects, including human characters; explore the basics of scripting with Lua; learn about texturing, vertex lighting, light mapping, motion capture, and collision checking. The companion CD contains all the code and other files needed for the tutorials, the Ka3D game engine, the Zax demo, all the images in the book, demo software, and more!
Book Synopsis Official Butterfly.net Game Developer's Guide by : Andrew Mulholland
Download or read book Official Butterfly.net Game Developer's Guide written by Andrew Mulholland and published by Wordware Publishing, Inc.. This book was released on 2004-09 with total page 420 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book details how the unique Butterfly Grid can be implemented in existing and new game projects to minimise the complexity of network programming, allowing the game developer to concentrate on game design and programming. It also highlights the unique Butterfly grid technologies from the basics to more advanced features such as server-scripted game logic using Python and how player syncronisation works using the Dead Reckoning process. CD-ROM included.
Download or read book Learn Google written by Michael Busby and published by Wordware Publishing, Inc.. This book was released on 2003-10 with total page 343 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is the only book of its kind on the market covering how to use the basic, intermediate, and advanced search modifiers Google makes available to users.
Download or read book ShaderX 2 written by Wolfgang F. Engel and published by Wordware Publishing. This book was released on 2004 with total page 394 pages. Available in PDF, EPUB and Kindle. Book excerpt: This advanced game-development book is targeted at the developer with a sophisticated understanding of C++ who wants to use vertex and pixel shaders in graphics or games.
Book Synopsis Transact-SQL User-defined Functions by : Andrew N. Novick
Download or read book Transact-SQL User-defined Functions written by Andrew N. Novick and published by Wordware Publishing, Inc.. This book was released on 2004 with total page 480 pages. Available in PDF, EPUB and Kindle. Book excerpt: First part of this book describes UDF's and the second part emphasizes system UDF's.
Book Synopsis Macromedia Captivate by : Brenda Huettner
Download or read book Macromedia Captivate written by Brenda Huettner and published by Wordware Publishing, Inc.. This book was released on 2005 with total page 368 pages. Available in PDF, EPUB and Kindle. Book excerpt: The step-by-step instructions make it easy to create, edit, and distribute your Flash files. Each chapter includes sample screen shots as well as tips for making your work more efficient and avoiding common pitfalls.
Book Synopsis Real-Time Rendering by : Tomas Akenine-Möller
Download or read book Real-Time Rendering written by Tomas Akenine-Möller and published by CRC Press. This book was released on 2019-01-18 with total page 1046 pages. Available in PDF, EPUB and Kindle. Book excerpt: Thoroughly revised, this third edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used in games and other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style. The authors have made the figures used in the book available for download for fair use.:Download Figures. Reviews Rendering has been a required reference for professional graphics practitioners for nearly a decade. This latest edition is as relevant as ever, covering topics from essential mathematical foundations to advanced techniques used by today’s cutting edge games. -- Gabe Newell, President, Valve, May 2008 Rendering ... has been completely revised and revamped for its updated third edition, which focuses on modern techniques used to generate three-dimensional images in a fraction of the time old processes took. From practical rendering for games to math and details for better interactive applications, it's not to be missed. -- The Bookwatch, November 2008 You'll get brilliantly lucid explanations of concepts like vertex morphing and variance shadow mapping—as well as a new respect for the incredible craftsmanship that goes into today's PC games. -- Logan Decker, PC Gamer Magazine , February 2009
Book Synopsis OpenGL Shading Language by : Randi J. Rost
Download or read book OpenGL Shading Language written by Randi J. Rost and published by Pearson Education. This book was released on 2009-07-13 with total page 839 pages. Available in PDF, EPUB and Kindle. Book excerpt: OpenGL® Shading Language, Third Edition, extensively updated for OpenGL 3.1, is the experienced application programmer’s guide to writing shaders. Part reference, part tutorial, this book thoroughly explains the shift from fixed-functionality graphics hardware to the new era of programmable graphics hardware and the additions to the OpenGL API that support this programmability. With OpenGL and shaders written in the OpenGL Shading Language, applications can perform better, achieving stunning graphics effects by using the capabilities of both the visual processing unit and the central processing unit. In this book, you will find a detailed introduction to the OpenGL Shading Language (GLSL) and the new OpenGL function calls that support it. The text begins by describing the syntax and semantics of this high-level programming language. Once this foundation has been established, the book explores the creation and manipulation of shaders using new OpenGL function calls. OpenGL® Shading Language, Third Edition, includes updated descriptions for the language and all the GLSL entry points added though OpenGL 3.1, as well as updated chapters that discuss transformations, lighting, shadows, and surface characteristics. The third edition also features shaders that have been updated to OpenGL Shading Language Version 1.40 and their underlying algorithms, including Traditional OpenGL fixed functionality Stored textures and procedural textures Image-based lighting Lighting with spherical harmonics Ambient occlusion and shadow mapping Volume shadows using deferred lighting Ward’s BRDF model The color plate section illustrates the power and sophistication of the OpenGL Shading Language. The API Function Reference at the end of the book is an excellent guide to the API entry points that support the OpenGL Shading Language.
Download or read book Game Design written by Richard Rouse and published by Jones & Bartlett Publishers. This book was released on 2004 with total page 750 pages. Available in PDF, EPUB and Kindle. Book excerpt: 456 Puzzle Solving p.
Download or read book GPU Zen 2 written by Wolfgang Engel and published by . This book was released on 2019-04-21 with total page 304 pages. Available in PDF, EPUB and Kindle. Book excerpt: Exploring recent developments in the rapidly evolving field of game real-time rendering, GPU Zen assembles a high-quality collection of cutting-edge contributions for programming the GPU. Rendering (Patrick Cozzi)1. Adaptive GPU Tessellation with Compute Shaders by Jad Khoury, Jonathan Dupuy, and Christophe Riccio2. Applying Vectorized Visibility on All frequency Direct Illumination by Ho Chun Leung, Tze Yui Ho, Zhenni Wang, Chi Sing Leung, Eric Wing Ming Wong3. Non-periodic Tiling of Noise-based Procedural Textures by Aleksandr Kirillov4. Rendering Surgery Simulation with Vulkan by Nicholas Milef, Di Qi, and Suvranu De5. Skinned Decals by Hawar DoghramachiEnvironmental Effects (Wolfgang Engel)1. Real-Time Fluid Simulation in Shadow of the Tomb Raider by Peter Sikachev, Martin Palko and Alexandre Chekroun2. Real-time Snow Deformation in Horizon Zero Dawn: The Frozen Wilds by Kevin ÖrtegrenShadows (Maurizio Vives)1. Soft Shadow Approximation for Dappled Light Sources by Mariano Merchante2. Parallax-Corrected Cached Shadow Maps by Pavlo Turchyn3D Engine Design (Wessam Bahnassi)1. Real-Time Layered Materials Compositing Using Spatial Clustering Encoding by Sergey Makeev2. Procedural Stochastic Textures by Tiling and Blending by Thomas Deliot and Eric Heitz3. A Ray Casting Technique for Baked Texture Generation by Alain Galvan and Jeff Russell4. Writing an efficient Vulkan renderer by Arseny Kapoulkine5. glTF - Runtime 3D Asset Delivery by Marco HutterRay Tracing (Anton Kaplanyan)1. Real-Time Ray-Traced One-Bounce Caustics by Holger Gruen2. Adaptive Anti-Aliasing using Conservative Rasterization and GPU Ray Tracing by Rahul Sathe, Holger Gruen, Adam Marrs, Josef Spjut, Morgan McGuire, Yury Uralsky
Book Synopsis Real-Time Rendering, Fourth Edition by : Tomas Akenine-Möller
Download or read book Real-Time Rendering, Fourth Edition written by Tomas Akenine-Möller and published by CRC Press. This book was released on 2018-08-06 with total page 1199 pages. Available in PDF, EPUB and Kindle. Book excerpt: Thoroughly updated, this fourth edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used in games and other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style. New to this edition: new chapter on VR and AR as well as expanded coverage of Visual Appearance, Advanced Shading, Global Illumination, and Curves and Curved Surfaces.
Download or read book ShaderX4 written by Wolfgang F. Engel and published by . This book was released on 2006 with total page 626 pages. Available in PDF, EPUB and Kindle. Book excerpt: With all new articles, this resource provides graphics and game programmers with innovative, ready-to-use techniques and tips for programming that have been written by pros and industry experts. By using these techniques, programmers will become more efficient and better prepared to overcome a variety of programming challenges.
Download or read book Graphics Shaders written by Mike Bailey and published by CRC Press. This book was released on 2016-04-19 with total page 516 pages. Available in PDF, EPUB and Kindle. Book excerpt: Graphics Shaders: Theory and Practice is intended for a second course in computer graphics at the undergraduate or graduate level, introducing shader programming in general, but focusing on the GLSL shading language. While teaching how to write programmable shaders, the authors also teach and reinforce the fundamentals of computer graphics. The sec
Book Synopsis Learn Vertex and Pixel Shader Programming with DirectX 9 by : James C. Leiterman
Download or read book Learn Vertex and Pixel Shader Programming with DirectX 9 written by James C. Leiterman and published by Wordware Publishing, Inc.. This book was released on 2004 with total page 304 pages. Available in PDF, EPUB and Kindle. Book excerpt: Because graphics systems for video games and game console hardware have become more complex, graphics applications must also advance. This is where programmable vertex and pixel shaders come in. This book shows how to write assembly language for programming the vertex shader and pixel shader hardware using DirectX 9 and covers the fundamentals of programming vectors using SIMD methodology in conjunction with the Direct3D 9 application interfaces. Features: Find out about the valid vertex shader and pixel shader instruction sets; Learn how branching and branchless code can be used for flow control; Understand the vertex shader instructions that support matrices; Discover how to use quaternions to accurately represent rotating objects; Use texturing with both vertex and pixel shaders, including bump mapping.