FreeComputerBooks.com
Links to Free Computer, Mathematics, Technical Books all over the World
|
|
- Title: Programming Vertex, Geometry, and Pixel Shaders
- Author(s) Wolfgang Engel, Jack Hoxley, Ralf Kornmann, Niko Suni, Jason Zink
- Publisher: Charles River Media; 2 edition (May 13, 2008); eBook (September 28, 2011)
- Paperback: 448 pages
- eBook: PDF (421 Pages, 6.1 MB)
- Language: English
- ISBN-10: 1584505133
- ISBN-13: 978-1584505136
- Share This:
This practical reference covers all of the advanced rendering techniques important for graphics programmers in the game and film industries, and will help them implement these techniques efficiently with DirectX 10. Using a "cookbook" approach, this guide teaches beginning to intermediate graphics and game programmers how to program shaders in the High-Level Shading Language (HLSL), the primary real-time shading language used in recent game development.
The second edition of this popular book has been greatly expanded and updated with new material centered around using DirectX 10. The release of DirectX 10 brings the biggest changes in graphics hardware, runtime, and API design in more than 15 years.
About the Authors- Wolfgang is working in Rockstar's core technology group as the lead graphics programmer. He is the editor of the ShaderX books, the author of several other books and loves to talk about graphics programming. He is also a MVP DirectX since July 2006 and active in several advisory boards in the industry.
- Computer and Video Game Programming
- Computer Graphics, 3D, Animation and Imaging
- The C++ Programming Language
- Software Design Patterns
- Embedded Systems
- Programming Vertex, Geometry, and Pixel Shaders (Wolfgang Engel, et al.)
- The Mirror Site (1) - PDF
- The Mirror Site (2) - PDF
- The Mirror Site (3) - PDF
-
Computer Graphics from Scratch: A Programmer's Introduction
This book demystifies the algorithms used in modern graphics software with basic programming and high school math, and focuses on only one aspect of computer graphics: 3D Rendering. Pseudocode examples link to live JavaScript demos.
-
Developing Graphics Frameworks with Python and OpenGL
It shows you how to create software for rendering complete three-dimensional scenes, explains the foundational theoretical concepts as well as the practical programming techniques that will enable you to create your own animated and interactive worlds.
-
Learning Modern 3D Graphics Programming (Jason L. McKesson)
This book offers beginner-level instruction on what many consider to be an advanced concept. It teaches programmable rendering for beginning graphics programmers, from the ground up.
-
Learn OpenGL: Graphics Programming in a Step-by-Step Fashion
This book will teach you the basics, the intermediate, and tons of advanced knowledge, using modern (core-profile) OpenGL. The aim of this book is to show you all there is to modern OpenGL in an easy-to-understand fashion, with clear examples, etc.
-
Introduction to Modern OpenGL (Alexander Overvoorde)
This book will teach you the basics of using OpenGL to develop modern graphics applications. It contains a lot of interactive examples to make it both fun and easy to learn all the different aspects of using a low-level graphics library like OpenGL!
-
Ray Tracing Gems II: Real-Time Rendering with DXR, Vulkan, OptiX
This book is a must-have for anyone interested in real-time rendering. Ray Tracing is the holy grail of gaming graphics, simulating the physical behavior of light to bring real-time, cinematic-quality rendering to even the most visually intense games.
-
Ray Tracing Gems: High-Quality & Real-Time Rendering with DXR
This book is a must-have for anyone serious about rendering in real time. With the announcement of new Ray Tracing APIs and hardware to support them, developers can easily create real-time applications with ray tracing as a core component.
-
3D Game Shaders For Beginners (David Lettier)
Interested in adding textures, lighting, shadows, normal maps, glowing objects, ambient occlusion, reflections, refractions, and more to your 3D game? Great! Below is a collection of shading techniques that will take your game visuals to new heights.
-
3D Math Primer for Graphics and Game Development (F. Dunn)
Working C++ classes for mathematical and geometric entities and several different matrix classes illustrate how to put the techniques into practice, and exercises at the end of each chapter help reinforce the 3D programming concepts.
-
Vector Math for 3D Computer Graphics, 4th Revision (Bradley Kjell )
This is a tutorial on vector algebra and matrix algebra from the viewpoint of computer graphics. It covers most vector and matrix topics needed to read college-level computer graphics text books.
-
Mathematics for Game Developers (Denny Burzynski)
This book explores the mathematics behind how scenes appear, characters move, and action evolves. The basic ideas of how mathematical instruments control action and motion in the games you develop.
:
|
|