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Programming Vertex & Pixel Shaders


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When the new graphics cards started offering their programming interface for graphics processing units (GPU), there is a fundamental shift from fixed function to programmable graphics hardware. Programming Vertex and Pixel Shaders using a "cookbook" approach to teaching and began to medium graphics and game programmers shader programs in High-Level Shading Language (HLSL), the main real0time shading language used in the development of the latest games. Key Features: * Teaches programmers how to write and compile the vertex and pixel shaders in HLSL with more than 60 example programs * Lead programmer from the basics of how to install the advanced rendering shader debugger Details * how to implement per-pixel lighting algorithms (Blinn-Phong, Phong, Cook-Torrance, Oren-Nayar, Ward, and Ashikhmin-Shirley model reflectance) and shadow techniques to hardware recently * Includes an appendix featuring ps_3_0 vs_3_0 and assembly shader programming with more than a dozen example programs On the CD-ROM! * All source code for such programs in each chapter in HLSL * Assembly and Shader model for vs_3_0 ps_3_0 * All figures from the book SYSTEM REQUIREMENTS DirectX 9 System Development Kit (SDK), Windows XP Professional with latest service pack (Windows XP Home does not support the debug runtime); At least Visual C + + NET 2003 (The bugger this require DirectX shader);. 512MB RAM minimum, 500MB free space on your hard drive minimum, Pentium IV / Athlon with more than 1.5GHz, and a graphics card that supports pixel shader version 2 or 3. To receive a visual feedback of real-time from these examples, your graphics card must support pixel shader version 2 at least. Examples in Chapters 26 and 27 require a graphics card that supports pixel shader version 3.

Computer eBook Details

  • ISBN-10: 1584503491
  • ISBN-13: 9781584503491
  • Publisher: Charles River Media
  • Pages: 432
  • Date: November -1

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