Shaders for game programmers and artists
Author(s)
Bibliographic Information
Shaders for game programmers and artists
(Thomson Course Technology PTR game development series)
Thomson Course Technology PTR, c2004
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Note
Includes index
Description and Table of Contents
Description
This is the first book approaching the topic of shaders in such an accessible manner. By taking a simple, easy-to-follow approach to the high-level language of this topic and separating itself from 3D API's "Shaders for Game Programmers and Artists" brings the world of real-time shading to a broad audience, ranging from the game programming hobbyist to the seasoned game developer. This unique combination of its simple approach and the wide variety of techniques that are covered makes "Shaders for Game Programmers and Artists" a one-of-a-kind guide that can serve as both a tutorial for the classroom and a reference manual that can be used by developers throughout the development cycle.
Table of Contents
PART 1: From the Ground Up 1. Welcome to the World of Shaders 2. The Art of 3D 3. RenderMonkey Version 1.5 4. Getting Started, Your First Shaders PART 2: Screen Effects 5. Looking Through a Filter 6. Blurring Things Up 7. It's Getting Hot in Here 8. Making Your Day Brighter PART 3: Making It Look Real 9. May There Be Light 10. Shiny Little Pixels 11. Mirror, Mirror, on the Wall 12. Not All Materials Are the Same 13. Building Materials from Scratch 14. Why Does It Always Need to Look Real? PART 4: Advanced Topics 15. Watch Out for that Morning Fog 16. Moving Objects Around 17. Advanced Lighting 18. Shadowing 19. Geometry Tricks Appendices A: High-Level Shader Language Reference B: RenderMonkey Version 1.5 User Manual C: What's on the CD D: Solutions to Exercises E: Shader Library
by "Nielsen BookData"