Real Time Shader Programming

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Real-Time Shader Programming

Author : Ron Fosner
Publisher : Elsevier
Page : 424 pages
File Size : 51,8 Mb
Release : 2003-01-10
Category : Computers
ISBN : 9780080515908

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Real-Time Shader Programming by Ron Fosner Pdf

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 * 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

Real-time Shader Programming

Author : Anonim
Publisher : Unknown
Page : 128 pages
File Size : 42,8 Mb
Release : 2005*
Category : 3-dimensional computer graphics
ISBN : OCLC:72870188

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Real-time Shader Programming by Anonim Pdf

Real-Time Shader Programming

Author : Ron Fosner
Publisher : Morgan Kaufmann
Page : 426 pages
File Size : 46,9 Mb
Release : 2003-01-14
Category : Computers
ISBN : 9781558608535

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Real-Time Shader Programming by Ron Fosner Pdf

Beginning with the mathematical basics of vertex and pixel shaders, and building to detailed accounts of programmable shader operations, this title provides the foundation and techniques necessary for replicating popular cinema-style 3D graphics as well as creating your own real-time procedural shaders.

Graphics Shaders

Author : Mike Bailey,Steve Cunningham
Publisher : CRC Press
Page : 516 pages
File Size : 49,7 Mb
Release : 2016-04-19
Category : Computers
ISBN : 9781439867754

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Graphics Shaders by Mike Bailey,Steve Cunningham Pdf

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

Real-Time Rendering

Author : Tomas Akenine-Möller,Eric Haines,Naty Hoffman
Publisher : CRC Press
Page : 1046 pages
File Size : 43,6 Mb
Release : 2019-01-18
Category : Computers
ISBN : 9781315362007

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Real-Time Rendering by Tomas Akenine-Möller,Eric Haines,Naty Hoffman Pdf

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

Graphics Shaders

Author : Mike Bailey,Steve Cunningham
Publisher : CRC Press
Page : 416 pages
File Size : 44,9 Mb
Release : 2012-05-22
Category : Computers
ISBN : 9781439894118

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Graphics Shaders by Mike Bailey,Steve Cunningham Pdf

Programmable graphics shaders, programs that can be downloaded to a graphics processor (GPU) to carry out operations outside the fixed-function pipeline of earlier standards, have become a key feature of computer graphics. This book is designed to open computer graphics shader programming to the student, whether in a traditional class or on their own. It is intended to complement texts based on fixed-function graphics APIs, specifically OpenGL. It introduces shader programming in general, and specifically the GLSL shader language. It also introduces a flexible, easy-to-use tool, glman, that helps you develop, test, and tune shaders outside an application that would use them.

GLSL Essentials

Author : Jacobo Rodríguez
Publisher : Packt Publishing Ltd
Page : 157 pages
File Size : 42,5 Mb
Release : 2013-12-26
Category : Computers
ISBN : 9781849698016

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GLSL Essentials by Jacobo Rodríguez Pdf

This book is a practical guide to the OpenGL Shading Language, which contains several real-world examples that will allow you to grasp the core concepts easily and the use of the GLSL for graphics rendering applications. If you want upgrade your skills, or are new to shader programming and want to learn about graphic programming, this book is for you. If you want a clearer idea of shader programming, or simply want to upgrade from fixed pipeline systems to state-of-the-art shader programming and are familiar with any C-based language, then this book will show you what you need to know.

Real-Time 3D Rendering with DirectX and HLSL

Author : Paul Varcholik
Publisher : Addison-Wesley Professional
Page : 590 pages
File Size : 45,6 Mb
Release : 2014-05-03
Category : Computers
ISBN : 9780133570113

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Real-Time 3D Rendering with DirectX and HLSL by Paul Varcholik Pdf

Get Started Quickly with DirectX 3D Programming: No 3D Experience Needed This step-by-step text demystifies modern graphics programming so you can quickly start writing professional code with DirectX and HLSL. Expert graphics instructor Paul Varcholik starts with the basics: a tour of the Direct3D graphics pipeline, a 3D math primer, and an introduction to the best tools and support libraries. Next, you’ll discover shader authoring with HLSL. You’ll implement basic lighting models, including ambient lighting, diffuse lighting, and specular highlighting. You’ll write shaders to support point lights, spotlights, environment mapping, fog, color blending, normal mapping, and more. Then you’ll employ C++ and the Direct3D API to develop a robust, extensible rendering engine. You’ll learn about virtual cameras, loading and rendering 3D models, mouse and keyboard input, and you’ll create a flexible effect and material system to integrate your shaders. Finally, you’ll extend your graphics knowledge with more advanced material, including post-processing techniques for color filtering, Gaussian blurring, bloom, and distortion mapping. You’ll develop shaders for casting shadows, work with geometry and tessellation shaders, and implement a complete skeletal animation system for importing and rendering animated models. You don’t need any experience with 3D graphics or the associated math: Everything’s taught hands-on, and all graphics-specific code is fully explained. Coverage includes • The Direct3D API and graphics pipeline • A 3D math primer: vectors, matrices, coordinate systems, transformations, and the DirectX Math library • Free and low-cost tools for authoring, debugging, and profiling shaders • Extensive treatment of HLSL shader authoring • Development of a C++ rendering engine • Cameras, 3D models, materials, and lighting • Post-processing effects • Device input, component-based architecture, and software services • Shadow mapping, depth maps, and projective texture mapping • Skeletal animation • Geometry and tessellation shaders • Survey of rendering optimization, global illumination, compute shaders, deferred shading, and data-driven engine architecture

Programming Vertex and Pixel Shaders

Author : Wolfgang F. Engel
Publisher : Delmar Thomson Learning
Page : 413 pages
File Size : 49,7 Mb
Release : 2004
Category : Computers
ISBN : 1584503491

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Programming Vertex and Pixel Shaders by Wolfgang F. Engel Pdf

A definitive guide to shader programming teaches techniques like shadow mapping, displacement mapping, and high-dynamic lighting, which allows game programmers to create unique games and graphics. Original. (Advanced)

Unity 5.x Shaders and Effects Cookbook

Author : Alan Zucconi,Kenneth Lammers
Publisher : Packt Publishing Ltd
Page : 240 pages
File Size : 53,5 Mb
Release : 2016-02-26
Category : Computers
ISBN : 9781785289187

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Unity 5.x Shaders and Effects Cookbook by Alan Zucconi,Kenneth Lammers Pdf

Master the art of Shader programming to bring life to your Unity projects About This Book This book will help you master the technique of physically based shading in Unity 5 to add realism to your game quickly through precise recipes From an eminent author, this book offers you the fine technicalities of professional post-processing effects for stunning results This book will help you master Shader programming through easy-to-follow examples to create stunning visual effects that can be used in 3D games and high quality graphics. Who This Book Is For Unity Effects and Shader Cookbook is written for developers who want to create their first Shaders in Unity 5 or wish to take their game to a whole new level by adding professional post-processing effects. A solid understanding of Unity is required. What You Will Learn Understand physically based rendering to fit the aesthetic of your game Enter the world of post-processing effects to make your game look visually stunning Add life to your materials, complementing Shader programming with interactive scripts Design efficient Shaders for mobile platforms without sacrificing their realism Use state-of-the-art techniques such as volumetric explosions and fur shading Build your knowledge by understanding how Shader models have evolved and how you can create your own Discover what goes into the structure of Shaders and why lighting works the way it does Master the math and algorithms behind the most used lighting models In Detail Since their introduction to Unity, Shaders have been notoriously difficult to understand and implement in games: complex mathematics have always stood in the way of creating your own Shaders and attaining that level of realism you crave. With Shaders, you can transform your game into a highly polished, refined product with Unity's post-processing effects. Unity Shaders and Effects Cookbook is the first of its kind to bring you the secrets of creating Shaders for Unity3D—guiding you through the process of understanding vectors, how lighting is constructed with them, and also how textures are used to create complex effects without the heavy math. We'll start with essential lighting and finishing up by creating stunning screen Effects just like those in high quality 3D and mobile games. You'll discover techniques including normal mapping, image-based lighting, and how to animate your models inside a Shader. We'll explore the secrets behind some of the most powerful techniques, such as physically based rendering! With Unity Shaders and Effects Cookbook, what seems like a dark art today will be second nature by tomorrow. Style and approach The recipes in this book contain step-by-step instructions, complemented by screenshots and code, and real-world examples.

The Cg Tutorial

Author : Randima Fernando,Mark J. Kilgard
Publisher : Addison-Wesley Professional
Page : 402 pages
File Size : 46,5 Mb
Release : 2003
Category : Computers
ISBN : 0321194969

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The Cg Tutorial by Randima Fernando,Mark J. Kilgard Pdf

Cg is a complete programming environment for the fast creation of special effects and real-time cinematic quality experiences on multiple platforms. This text provides a guide to the Cg graphics language.

Introduction to Shader Programming

Author : Pope Kim
Publisher : YeonDoo Media
Page : 400 pages
File Size : 52,5 Mb
Release : 2014-03-01
Category : Computers
ISBN : 9788996890614

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Introduction to Shader Programming by Pope Kim Pdf

Part of the difficulty of new comers to the field of real-time graphics to grasp the concept of shaders stems from the fact that most of the classic computer graphics literature concentrates more on the graphics techniques you are trying to achieve (e.g. realistic lighting, post processing effects). The classic literature either provides a heavily academic explanation of shaders or barely contains explanations of what a shader actually is, most of the time just providing some sample shader boiler plate templates and leaving it at that. While there are also many books dedicated exclusively to real-time 3D graphics shader programming, they either assume working knowledge of shaders or barely touch on the basics in a way that is friendly to new comers - and all of them assume that the only people writing shaders are experienced programmers completely forgetting that, thanks to the advances in tools, more and more shaders are now being written in a large part by artists. With “Introduction to Shader Programming”, Pope Kim has finally closed that big gap in the real-time 3D graphics literature. This book is an invaluable teaching resource, filling the need for anyone needing to understand how shaders work in a practical and straightforward way, while teaching at the same time the bases needed for understanding more advanced shader books and techniques in a very friendly manner. Thanks to this book, shaders will no longer be black magic but useful tools for anyone interested in the subject. - Daniel Barrero, PhD

Practical Shader Development

Author : Kyle Halladay
Publisher : Apress
Page : 391 pages
File Size : 53,6 Mb
Release : 2019-04-10
Category : Computers
ISBN : 9781484244579

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Practical Shader Development by Kyle Halladay Pdf

It’s time to stop thinking that shaders are magical. You can use shaders to turn data into stunning visual effects, and get your hands dirty by building your own shader with this step-by-step introduction to shader development for game and graphics developers. Learn how to make shaders that move, tint, light up, and look awesome, all without cracking open a math textbook. Practical Shader Development teaches the theory behind how shaders work. The book also shows you how to apply that theory to create eye-popping visual effects. You’ll learn to profile and optimize those effects to make sure your projects keep running quickly with all their new visuals. You’ll learn good theory, good practices, and without getting bogged down in the math. Author Kyle Halladay explains the fundamentals of shader development through simple examples and hands-on experiments. He teaches you how to find performance issues in shaders you are using and then how to fix them. Kyle explains (and contrasts) how to use the knowledge learned from this book in three of the most popular game engines today. What You'll LearnUnderstand what shaders are and how they work Get up to speed on the nuts and bolts of writing vertex and fragment shaders Utilize color blending and know how blend equations work Know the coordinate spaces used when rendering real-time computer graphics Use simple math to animate characters, simulate lights, and create a wide variety of visual effects Find and fix performance problems in shaders See how three popular game engines (Unity, UE4, Godot) handle shaders Who This Book Is For Programmers who are interested in writing their own shaders but do not know where to start, anyone who has ever seen shader code on a forum and wished they knew how to modify it just a little bit to fit into their own projects, and game developers who are tired of using the default shaders found in the game engines they are using. The book is especially useful for those who have been put off by existing shader tutorials which introduce complex math and graphics theory before ever getting something on the screen.

Developing and Debugging Cross-Platform Shaders

Author : Alex Boreskov
Publisher : БХВ-Петербург
Page : 400 pages
File Size : 46,7 Mb
Release : 2006
Category : Computers
ISBN : 9781931769549

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Developing and Debugging Cross-Platform Shaders by Alex Boreskov Pdf

Focusing on developing cross-platform shaders in OpenGL Shader Language (GLSL) using the RenderMonkey environment, this guide makes it possible to combine the producing of complex graphics effects with the convenience of using OpenGL. Covering the sharp growth of the capabilities of graphic accelerators that has made writing shaders for complex real-time graphic effects a popular and rapidly developing subject, this book also includes a CD-ROM with cross-platform source codes for the program examples given in the book; both work with Microsoft Windows and with the increasingly popular Linux system.

GPU Gems 3

Author : Hubert Nguyen
Publisher : Addison-Wesley Professional
Page : 942 pages
File Size : 50,8 Mb
Release : 2008
Category : Computers
ISBN : 0321515269

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GPU Gems 3 by Hubert Nguyen Pdf

Still more useful techniques, tips, and tricks for harnessing the power of the new generation of powerful GPUs.