Direct3d ShaderX

Direct3d ShaderX

Author: Wolfgang F. Engel

Publisher: Wolfgang Engel

Published: 2002

Total Pages: 526

ISBN-13: 9781556220418

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Focusing on Direct3D 8.x, this book shows a wide array of specialized vertex and pixel shader programming tricks from industry experts.


Learn Vertex and Pixel Shader Programming with DirectX 9

Learn Vertex and Pixel Shader Programming with DirectX 9

Author: James C. Leiterman

Publisher: Wordware Publishing, Inc.

Published: 2004

Total Pages: 304

ISBN-13: 1556222874

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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.


Introduction to 3D Game Programming with DirectX 9.0c: A Shader Approach

Introduction to 3D Game Programming with DirectX 9.0c: A Shader Approach

Author: Frank Luna

Publisher: Wordware Publishing, Inc.

Published: 2006-06-07

Total Pages: 655

ISBN-13: 1449633757

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Introduction to 3D Game Programming with DirectX 9.0c: A Shader Approach presents an introduction to programming interactive computer graphics, with an emphasis on game development, using real-time shaders with DirectX 9.0. The book is divided into three parts that explain basic mathematical and 3D concepts, show how to describe 3D worlds and implement fundamental 3D rendering techniques, and demonstrate the application of Direct3D to create a variety of special effects. With this book understand basic mathematical tools used in video game creation such as vectors, matrices, and transformations; discover how to describe and draw interactive 3D scenes using Direct3D and the D3DX library; learn how to implement lighting, texture mapping, alpha blending, and stenciling using shaders and the high-level shading language (HLSL); explore a variety of techniques for creating special effects, including vertex blending, character animation, terrain rendering, multi-texturing, particle systems, reflections, shadows, and normal mapping;f ind out how to work with meshes, load and render .X files, program terrain/camera collision detection, and implement 3D object picking; review key ideas, gain programming experience, and explore new topics with the end-of-chapter exercises.


Real-Time Shader Programming

Real-Time Shader Programming

Author: Ron Fosner

Publisher: Morgan Kaufmann

Published: 2003-01-14

Total Pages: 426

ISBN-13: 1558608532

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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.


Introduction to 3D Game Programming with DirectX 12

Introduction to 3D Game Programming with DirectX 12

Author: Frank Luna

Publisher: Mercury Learning and Information

Published: 2016-04-19

Total Pages: 1226

ISBN-13: 1944534555

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This updated bestseller provides an introduction to programming interactive computer graphics, with an emphasis on game development using DirectX 12. The book is divided into three main parts: basic mathematical tools, fundamental tasks in Direct3D, and techniques and special effects. It shows how to use new Direct12 features such as command lists, pipeline state objects, descriptor heaps and tables, and explicit resource management to reduce CPU overhead and increase scalability across multiple CPU cores. The book covers modern special effects and techniques such as hardware tessellation, writing compute shaders, ambient occlusion, reflections, normal and displacement mapping, shadow rendering, and character animation. Includes a companion DVD with code and figures. eBook Customers: Companion files are available for downloading with order number/proof of purchase by writing to the publisher at [email protected]. FEATURES: • Provides an introduction to programming interactive computer graphics, with an emphasis on game development using DirectX 12 • Uses new Direct3D 12 features to reduce CPU overhead and take advantage of multiple CPU cores • Contains detailed explanations of popular real-time game effects • Includes a DVD with source code and all the images (including 4-color) from the book • Learn advance rendering techniques such as ambient occlusion, real-time reflections, normal and displacement mapping, shadow rendering, programming the geometry shader, and character animation • Covers a mathematics review and 3D rendering fundamentals such as lighting, texturing, blending and stenciling • Use the end-of-chapter exercises to test understanding and provide experience with DirectX 12


ShaderX2

ShaderX2

Author: Wolfgang F. Engel

Publisher: Wordware

Published: 2003

Total Pages: 681

ISBN-13: 9781556229886

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Topics include advanced implementation of image space techiques and non-photorealistic rendering in Microsoft's DirectX 9.0


Introduction to 3D Game Programming with DirectX 11

Introduction to 3D Game Programming with DirectX 11

Author: Frank Luna

Publisher: Mercury Learning and Information

Published: 2012-03-15

Total Pages: 1029

ISBN-13: 1937585964

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This updated bestseller provides an introduction to programming interactive computer graphics, with an emphasis on game development using DirectX 11. The book is divided into three main parts: basic mathematical tools, fundamental tasks in Direct3D, and techniques and special effects. It includes new Direct3D 11 features such as hardware tessellation, the compute shader, dynamic shader linkage and covers advanced rendering techniques such as screen-space ambient occlusion, level-of-detail handling, cascading shadow maps, volume rendering, and character animation. Includes a companion CD-ROM with code and figures. eBook Customers: Companion files are available for downloading with order number/proof of purchase by writing to the publisher at [email protected].


Introduction to 3D Game Programming with DirectX 10

Introduction to 3D Game Programming with DirectX 10

Author: Frank D. Luna

Publisher: Jones & Bartlett Publishers

Published: 2008

Total Pages: 529

ISBN-13: 1598220535

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"Introduction to 3D Game Programming with Direct X 10 provides an introduction to programming interactive computer graphics, with an emphasis on game development, using DirectX 10. The book is divided into three main parts. Part I explores basic mathematical tools, Part II shows how to implement fundamental tasks in Direct3D, and Part III demonstrates a variety of techniques and special effects."--BOOK JACKET.


Practical Rendering and Computation with Direct3D 11

Practical Rendering and Computation with Direct3D 11

Author: Jason Zink

Publisher: CRC Press

Published: 2016-04-19

Total Pages: 649

ISBN-13: 1439869766

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Direct3D 11 offers such a wealth of capabilities that users can sometimes get lost in the details of specific APIs and their implementation. While there is a great deal of low-level information available about how each API function should be used, there is little documentation that shows how best to leverage these capabilities. Written by active me


GPU-Based Interactive Visualization Techniques

GPU-Based Interactive Visualization Techniques

Author: Daniel Weiskopf

Publisher: Springer Science & Business Media

Published: 2006-10-13

Total Pages: 318

ISBN-13: 3540332634

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This book presents efficient visualization techniques, a prerequisite for the interactive exploration of complex data sets. High performance is demonstrated as a process of devising algorithms for the fast graphics processing units (GPUs) of modern graphics hardware. Coverage includes parallelization on cluster computers with several GPUs, adaptive rendering methods, and non-photorealistic rendering techniques for visualization.