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Programming Vertex and Pixel Shaders [Anglais] [Broché]

Wolfgang Engel


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Programming Vertex, Geometry, and Pixel Shaders Programming Vertex, Geometry, and Pixel Shaders
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Amazon.com: 3.7 étoiles sur 5  11 commentaires
6 internautes sur 7 ont trouvé ce commentaire utile 
5.0 étoiles sur 5 Excellent !!! 18 septembre 2004
Par cYrus - Publié sur Amazon.com
Format:Broché
The book starts with short introduction and pipeline overview giving an overall picture of how vertex and pixel shaders interact, and how data flows between them and the hardware. Next, it introduces DirectX High-Level Shading Language (HLSL) and Microsoft's Effect Files Framework. Then author starts teaching you how to implement basic lightning models (Lambert, Phong, Blinn-Phong) and advanced ones (Cook-Torrance, Oren-Nayar, Ward, Ashikhmin-Shirley). The book also covers more advanced topics (Environment Cube Mapping, Reflection and Refraction, Projective Texture Mapping, Shadow Mapping, Shadow Volumes, Geometry Images) and cutting-edge techniques like Displacement Mapping, High Dynamic Range Lighting or Parallax Mapping. The author shows common problems arising during implementation of presented techniques and explains how to deal with them. Each chapter comes with a few example programs which are as simple as possible. You will also learn from this book how to optimize your shaders for different shader models.

This book is a must for those who want to learn vertex and pixel shader programming. Also advanced developers will find this book useful.

So, if you want to create cutting-edge shader effects do not hesitate to buy this book and learn how to do it.
6 internautes sur 7 ont trouvé ce commentaire utile 
5.0 étoiles sur 5 An Excellent Book! 8 septembre 2004
Par ACyclic - Publié sur Amazon.com
Format:Broché
I have recently completed an online course ([...]) organised by Wolfgang Engel, which included identical material to this book.

The material covered is perfectly balanced - I started the course with no working knowledge of shader programming. The initial concepts are clearly explained and unlaboured, despite the inevitable rush of information! Once you learn the ropes, it gives good explanations and implementations of more advanced topics and cutting-edge techniques.

I can now write and develop my own Shader Model 1.x/2.x/3.0/HLSL shaders, applications to implement them, and develop new techniques confidently. What more can you ask for?!
5 internautes sur 6 ont trouvé ce commentaire utile 
5.0 étoiles sur 5 Has EVERYTHING about DirectX 9 shaders 9 septembre 2004
Par Robert Lewis - Publié sur Amazon.com
Format:Broché
This is a book that gets straight to the point. It covers a wide variety of rendering topics relevant to vertex and pixel shader programming, all with clear example code. The topics are covered in enough detail for the reader to create their own great 3D effects. The introductory sections are well structured and serve as a valuable reference for HLSL and shader assembly. On top of all of this, the coverage of new shader models vs_3_0 and ps_3_0 is the best I've seen. Five stars!
4 internautes sur 5 ont trouvé ce commentaire utile 
5.0 étoiles sur 5 Very Good!! 8 septembre 2004
Par Wong David - Publié sur Amazon.com
Format:Broché
This book is a very good guide for programmers who want to learn shader programming.

It helps me learning a lot of things about shaders. The explanations are very clear and the difficulty is very gradual. First, it introduces DirectX High-Level Shading Language and the most basic lighting models. Next, it goes through a lot of more advanced algorithms. (Advanced Rendering, anisotropic Reflection, Shadow Mapping, Environmental Mapping and so on ...). And, at last, it finishes with some of the latest rendering techniques such as High Dynamic Range Lighting and vertex texturing.

It also includes the first coverage of vs_3_0 and ps_3_0. It explains how to use the latest graphic hardware. Moreover, this chapter helps to understand the relationships between High Level Language and assembly language.

In fact, this is an excellent resource that presents how next generation games will be made.
4 internautes sur 5 ont trouvé ce commentaire utile 
5.0 étoiles sur 5 Great book! 17 janvier 2006
Par Renaud Bédard - Publié sur Amazon.com
Format:Broché
I use this book as a day-to-day HLSL reference, it's so much quicker and more efficient than finding information online...

I loved the part about optimization, and the foreword to cubemaps with Normalization cubemaps. It was very hard finding information on this on the web, and with this book I had a full C++ sample with comments and a book article. What can I ask more :)

It covers all that's needed to know about basic per-pixel lightning models, and goes to subjects as advanced as HDRI and tone-mapping.

While it's not a completely up-to-date reference on shaders (does not cover 3.0 model, some new techniques were developed and popularized since the book came out), it's still a very comprehensible introduction in the HLSL world, and give strong a basis for future study.
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