Author: James C. Leiterman
Publisher: Wordware Publishing, Inc.
ISBN: 1556222874
Category : Computer games
Languages : en
Pages : 304
Book Description
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.
Learn Vertex and Pixel Shader Programming with DirectX 9
Author: James C. Leiterman
Publisher: Wordware Publishing, Inc.
ISBN: 1556222874
Category : Computer games
Languages : en
Pages : 304
Book Description
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.
Publisher: Wordware Publishing, Inc.
ISBN: 1556222874
Category : Computer games
Languages : en
Pages : 304
Book Description
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.
Programming Vertex and Pixel Shaders
Author: Wolfgang F. Engel
Publisher: Delmar Thomson Learning
ISBN: 9781584503491
Category : Computers
Languages : en
Pages : 413
Book Description
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)
Publisher: Delmar Thomson Learning
ISBN: 9781584503491
Category : Computers
Languages : en
Pages : 413
Book Description
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)
Direct3d ShaderX
Author: Wolfgang F. Engel
Publisher: Wolfgang Engel
ISBN: 9781556220418
Category : Computers
Languages : en
Pages : 526
Book Description
Focusing on Direct3D 8.x, this book shows a wide array of specialized vertex and pixel shader programming tricks from industry experts.
Publisher: Wolfgang Engel
ISBN: 9781556220418
Category : Computers
Languages : en
Pages : 526
Book Description
Focusing on Direct3D 8.x, this book shows a wide array of specialized vertex and pixel shader programming tricks from industry experts.
Introduction to 3D Game Programming with DirectX 11
Author: Frank Luna
Publisher: Mercury Learning and Information
ISBN: 1937585964
Category : Computers
Languages : en
Pages : 1029
Book Description
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].
Publisher: Mercury Learning and Information
ISBN: 1937585964
Category : Computers
Languages : en
Pages : 1029
Book Description
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].
Microsoft DirectX 9 Programmable Graphics Pipeline
Author: Kris Gray
Publisher:
ISBN: 9780735616530
Category : Computers
Languages : en
Pages : 492
Book Description
Learn how to use programmable shaders in the DirectX 9 graphics pipeline-and deliver awesome 3-D graphics to your animations, games, and other multimedia applications. This book distills hundreds of hours of hands-on guidance from the developers on the Microsoft DirectX team-as well as insights from leading-edge video card manufacturers-into step-by-step instruction and best practices for exploiting the programmable pipeline. You'll see how to program shaders in assembly-language as well as the new high-level shader language (HLSL)-and you get complete code walk throughs for all the sample programs and the DirectX 9 SDK on CD. Discover how to: Program vertex shaders to create transformations, apply vertex fog, or deform geometry Generate 2-D image effects'such as output color inversion-with pixel shaders Use HLSL to add a semi-transparent glow effect by combining a vertex shader and frame buffer blending Produce a metallic paint effect by combining a vertex shader, a pixel shader, and a texture shader with multilayer texture blending Incorporate reflective surfaces into your 3-D scenes by applying an environment-map effect Experiment with the EffectEdit SDK sample to load and edit effect files and preview results on the fly Package multiple object-rendering techniques into a single effect for simpler pipeline state management CD inside Get code for all the sample programs plus SDKAbout Programmable Shaders. With programmable shaders, you get unprecedented control over rendering options in DirectX 9. You can use vertex shaders to deform geometry, apply procedural textures with pixel and texture shaders, and use effects to encapsulate shader and pipeline state-making code reuse a snap. CD features: Sample programs that demonstrate: Vertex shader transformations, lighting, fog, vertex displacement, and vertex blending Pixel shader texturing, 2-D image processing, and lighting Texture shader generation of procedural textures Encapsulating assembly-language and HLSL shaders into an effect Interactive development of an effect using EffectEdit DirectX 9 SDK Fully searchable eBook For customers who purchase an ebook version of this title, instructions for downloading the CD files can be found in the ebook.
Publisher:
ISBN: 9780735616530
Category : Computers
Languages : en
Pages : 492
Book Description
Learn how to use programmable shaders in the DirectX 9 graphics pipeline-and deliver awesome 3-D graphics to your animations, games, and other multimedia applications. This book distills hundreds of hours of hands-on guidance from the developers on the Microsoft DirectX team-as well as insights from leading-edge video card manufacturers-into step-by-step instruction and best practices for exploiting the programmable pipeline. You'll see how to program shaders in assembly-language as well as the new high-level shader language (HLSL)-and you get complete code walk throughs for all the sample programs and the DirectX 9 SDK on CD. Discover how to: Program vertex shaders to create transformations, apply vertex fog, or deform geometry Generate 2-D image effects'such as output color inversion-with pixel shaders Use HLSL to add a semi-transparent glow effect by combining a vertex shader and frame buffer blending Produce a metallic paint effect by combining a vertex shader, a pixel shader, and a texture shader with multilayer texture blending Incorporate reflective surfaces into your 3-D scenes by applying an environment-map effect Experiment with the EffectEdit SDK sample to load and edit effect files and preview results on the fly Package multiple object-rendering techniques into a single effect for simpler pipeline state management CD inside Get code for all the sample programs plus SDKAbout Programmable Shaders. With programmable shaders, you get unprecedented control over rendering options in DirectX 9. You can use vertex shaders to deform geometry, apply procedural textures with pixel and texture shaders, and use effects to encapsulate shader and pipeline state-making code reuse a snap. CD features: Sample programs that demonstrate: Vertex shader transformations, lighting, fog, vertex displacement, and vertex blending Pixel shader texturing, 2-D image processing, and lighting Texture shader generation of procedural textures Encapsulating assembly-language and HLSL shaders into an effect Interactive development of an effect using EffectEdit DirectX 9 SDK Fully searchable eBook For customers who purchase an ebook version of this title, instructions for downloading the CD files can be found in the ebook.
Real-Time Shader Programming
Author: Ron Fosner
Publisher: Elsevier
ISBN: 0080515908
Category : Computers
Languages : en
Pages : 425
Book Description
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
Publisher: Elsevier
ISBN: 0080515908
Category : Computers
Languages : en
Pages : 425
Book Description
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
Introduction to 3D Game Programming with DirectX 9.0c
Author: Frank Luna
Publisher: Jones & Bartlett Publishers
ISBN: 1449623905
Category : Computers
Languages : en
Pages : 724
Book Description
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.
Publisher: Jones & Bartlett Publishers
ISBN: 1449623905
Category : Computers
Languages : en
Pages : 724
Book Description
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.
Introduction to 3D Game Programming with DirectX 9.0c: A Shader Approach
Author: Frank Luna
Publisher: Wordware Publishing, Inc.
ISBN: 1449633757
Category : Computers
Languages : en
Pages : 655
Book Description
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.
Publisher: Wordware Publishing, Inc.
ISBN: 1449633757
Category : Computers
Languages : en
Pages : 655
Book Description
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.
Introduction to 3D game programming with DirectX 9.0
Author:
Publisher: Jones & Bartlett Learning
ISBN: 1449633463
Category :
Languages : en
Pages : 423
Book Description
Publisher: Jones & Bartlett Learning
ISBN: 1449633463
Category :
Languages : en
Pages : 423
Book Description
DirectX 9 User Interfaces
Author: Alan Thorn
Publisher: Wordware Publishing, Inc.
ISBN: 1556222491
Category : Business & Economics
Languages : en
Pages : 376
Book Description
Companion CD included with Paint Shop Pro 8 evaluation edition!Interfaces strongly affect how an application or game is received by a user, no matter which cutting-edge features it may boast. This unique book presents a comprehensive solution for creating good interfaces using the latest version of DirectX. This involves building an interface library from the ground up. Divided into three sections, the book discusses the foundations of interface design, the construction of a feature-rich interface library, and the creation of a fully functional media player in DirectShow.
Publisher: Wordware Publishing, Inc.
ISBN: 1556222491
Category : Business & Economics
Languages : en
Pages : 376
Book Description
Companion CD included with Paint Shop Pro 8 evaluation edition!Interfaces strongly affect how an application or game is received by a user, no matter which cutting-edge features it may boast. This unique book presents a comprehensive solution for creating good interfaces using the latest version of DirectX. This involves building an interface library from the ground up. Divided into three sections, the book discusses the foundations of interface design, the construction of a feature-rich interface library, and the creation of a fully functional media player in DirectShow.