Real-time shader programming :: covering DirectX 9.0 /
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 w...
Gespeichert in:
1. Verfasser: | |
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Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
San Francisco :
Morgan Kaufmann Publishers,
©2003.
|
Schriftenreihe: | Morgan Kaufmann series in computer graphics and geometric modeling.
|
Schlagworte: | |
Online-Zugang: | Volltext Volltext |
Zusammenfassung: | 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 * Includes a CD ROM containing all shader examples, source code, and tools, plus the DirectX SDK * 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. |
Beschreibung: | Title from title screen. Includes link to companion web site. Title from website (viewed January 12, 2006). |
Beschreibung: | 1 online resource |
Bibliographie: | Includes bibliographical references and index. |
ISBN: | 9780080515908 0080515908 |
Internformat
MARC
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500 | |a Title from website (viewed January 12, 2006). | ||
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520 | |a 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 * Includes a CD ROM containing all shader examples, source code, and tools, plus the DirectX SDK * 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. | ||
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650 | 0 | |a Three-dimensional display systems. |0 http://id.loc.gov/authorities/subjects/sh85135021 | |
650 | 6 | |a Infographie. | |
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adam_text | |
any_adam_object | |
author | Fosner, Ron |
author_GND | http://id.loc.gov/authorities/names/n96038537 |
author_facet | Fosner, Ron |
author_role | |
author_sort | Fosner, Ron |
author_variant | r f rf |
building | Verbundindex |
bvnumber | localFWS |
callnumber-first | T - Technology |
callnumber-label | T385 |
callnumber-raw | T385 .F6634 2003b |
callnumber-search | T385 .F6634 2003b |
callnumber-sort | T 3385 F6634 42003B |
callnumber-subject | T - General Technology |
collection | ZDB-4-EBA |
contents | Preface -- Chapter 1: Introduction -- Chapter 2: Preliminary Math -- Chapter 3: Mathematics of Lighting and Shading Chapter 4: Introduction to Shaders -- Chapter 5: Shader Set Up in DirectX -- Chapter 6: Shader Tools and Resources -- Chapter 7: Shader Buffet -- Chapter 8: Shader Reference (Part I: Vertex Shader Reference and Part II: Pixel Shader Reference) References -- Index -- About the Author -- About the CD-ROM. |
ctrlnum | (OCoLC)62882071 |
dewey-full | 006.6/93 |
dewey-hundreds | 000 - Computer science, information, general works |
dewey-ones | 006 - Special computer methods |
dewey-raw | 006.6/93 |
dewey-search | 006.6/93 |
dewey-sort | 16.6 293 |
dewey-tens | 000 - Computer science, information, general works |
discipline | Informatik |
format | Electronic eBook |
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id | ZDB-4-EBA-ocm62882071 |
illustrated | Illustrated |
indexdate | 2024-11-27T13:15:49Z |
institution | BVB |
isbn | 9780080515908 0080515908 |
language | English |
oclc_num | 62882071 |
open_access_boolean | |
owner | MAIN DE-863 DE-BY-FWS |
owner_facet | MAIN DE-863 DE-BY-FWS |
physical | 1 online resource |
psigel | ZDB-4-EBA |
publishDate | 2003 |
publishDateSearch | 2003 |
publishDateSort | 2003 |
publisher | Morgan Kaufmann Publishers, |
record_format | marc |
series | Morgan Kaufmann series in computer graphics and geometric modeling. |
series2 | Morgan Kaufmann series in computer graphics and geometric modeling |
spelling | Fosner, Ron. https://id.oclc.org/worldcat/entity/E39PCjrbrtK6mxMTtbm97wpc6C http://id.loc.gov/authorities/names/n96038537 Real-time shader programming : covering DirectX 9.0 / Ron Fosner. San Francisco : Morgan Kaufmann Publishers, ©2003. 1 online resource text txt rdacontent computer c rdamedia online resource cr rdacarrier Morgan Kaufmann series in computer graphics and geometric modeling Title from title screen. Includes link to companion web site. Includes bibliographical references and index. Title from website (viewed January 12, 2006). Preface -- Chapter 1: Introduction -- Chapter 2: Preliminary Math -- Chapter 3: Mathematics of Lighting and Shading Chapter 4: Introduction to Shaders -- Chapter 5: Shader Set Up in DirectX -- Chapter 6: Shader Tools and Resources -- Chapter 7: Shader Buffet -- Chapter 8: Shader Reference (Part I: Vertex Shader Reference and Part II: Pixel Shader Reference) References -- Index -- About the Author -- About the CD-ROM. 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 * Includes a CD ROM containing all shader examples, source code, and tools, plus the DirectX SDK * 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. DirectX. http://id.loc.gov/authorities/names/n96120262 DirectX fast Computer graphics. Three-dimensional imaging. http://id.loc.gov/authorities/subjects/sh2001000478 Real-time data processing. http://id.loc.gov/authorities/subjects/sh85111765 Three-dimensional display systems. http://id.loc.gov/authorities/subjects/sh85135021 Infographie. Imagerie tridimensionnelle. Temps réel (Informatique) Affichage tridimensionnel. computer graphics. aat three-dimensional. aat COMPUTERS Image Processing. bisacsh PHOTOGRAPHY Techniques Digital. bisacsh TECHNOLOGY & ENGINEERING Imaging Systems. bisacsh COMPUTERS Digital Media Graphics Applications. bisacsh Three-dimensional imaging fast Computer graphics fast Real-time data processing fast Three-dimensional display systems fast has work: Real-time shader programming (Text) https://id.oclc.org/worldcat/entity/E39PCH6qGgGptB9hRtv3WwFKYd https://id.oclc.org/worldcat/ontology/hasWork Print version: Fosner, Ron. Real-time shader programming. San Francisco : Morgan Kaufmann Publishers, ©2003 1558608532 9781558608535 (DLC) 2002112069 (OCoLC)51886021 Morgan Kaufmann series in computer graphics and geometric modeling. http://id.loc.gov/authorities/names/n90662931 FWS01 ZDB-4-EBA FWS_PDA_EBA https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=240302 Volltext FWS01 ZDB-4-EBA FWS_PDA_EBA https://www.sciencedirect.com/science/book/9781558608535 Volltext |
spellingShingle | Fosner, Ron Real-time shader programming : covering DirectX 9.0 / Morgan Kaufmann series in computer graphics and geometric modeling. Preface -- Chapter 1: Introduction -- Chapter 2: Preliminary Math -- Chapter 3: Mathematics of Lighting and Shading Chapter 4: Introduction to Shaders -- Chapter 5: Shader Set Up in DirectX -- Chapter 6: Shader Tools and Resources -- Chapter 7: Shader Buffet -- Chapter 8: Shader Reference (Part I: Vertex Shader Reference and Part II: Pixel Shader Reference) References -- Index -- About the Author -- About the CD-ROM. DirectX. http://id.loc.gov/authorities/names/n96120262 DirectX fast Computer graphics. Three-dimensional imaging. http://id.loc.gov/authorities/subjects/sh2001000478 Real-time data processing. http://id.loc.gov/authorities/subjects/sh85111765 Three-dimensional display systems. http://id.loc.gov/authorities/subjects/sh85135021 Infographie. Imagerie tridimensionnelle. Temps réel (Informatique) Affichage tridimensionnel. computer graphics. aat three-dimensional. aat COMPUTERS Image Processing. bisacsh PHOTOGRAPHY Techniques Digital. bisacsh TECHNOLOGY & ENGINEERING Imaging Systems. bisacsh COMPUTERS Digital Media Graphics Applications. bisacsh Three-dimensional imaging fast Computer graphics fast Real-time data processing fast Three-dimensional display systems fast |
subject_GND | http://id.loc.gov/authorities/names/n96120262 http://id.loc.gov/authorities/subjects/sh2001000478 http://id.loc.gov/authorities/subjects/sh85111765 http://id.loc.gov/authorities/subjects/sh85135021 |
title | Real-time shader programming : covering DirectX 9.0 / |
title_auth | Real-time shader programming : covering DirectX 9.0 / |
title_exact_search | Real-time shader programming : covering DirectX 9.0 / |
title_full | Real-time shader programming : covering DirectX 9.0 / Ron Fosner. |
title_fullStr | Real-time shader programming : covering DirectX 9.0 / Ron Fosner. |
title_full_unstemmed | Real-time shader programming : covering DirectX 9.0 / Ron Fosner. |
title_short | Real-time shader programming : |
title_sort | real time shader programming covering directx 9 0 |
title_sub | covering DirectX 9.0 / |
topic | DirectX. http://id.loc.gov/authorities/names/n96120262 DirectX fast Computer graphics. Three-dimensional imaging. http://id.loc.gov/authorities/subjects/sh2001000478 Real-time data processing. http://id.loc.gov/authorities/subjects/sh85111765 Three-dimensional display systems. http://id.loc.gov/authorities/subjects/sh85135021 Infographie. Imagerie tridimensionnelle. Temps réel (Informatique) Affichage tridimensionnel. computer graphics. aat three-dimensional. aat COMPUTERS Image Processing. bisacsh PHOTOGRAPHY Techniques Digital. bisacsh TECHNOLOGY & ENGINEERING Imaging Systems. bisacsh COMPUTERS Digital Media Graphics Applications. bisacsh Three-dimensional imaging fast Computer graphics fast Real-time data processing fast Three-dimensional display systems fast |
topic_facet | DirectX. DirectX Computer graphics. Three-dimensional imaging. Real-time data processing. Three-dimensional display systems. Infographie. Imagerie tridimensionnelle. Temps réel (Informatique) Affichage tridimensionnel. computer graphics. three-dimensional. COMPUTERS Image Processing. PHOTOGRAPHY Techniques Digital. TECHNOLOGY & ENGINEERING Imaging Systems. COMPUTERS Digital Media Graphics Applications. Three-dimensional imaging Computer graphics Real-time data processing Three-dimensional display systems |
url | https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=240302 https://www.sciencedirect.com/science/book/9781558608535 |
work_keys_str_mv | AT fosnerron realtimeshaderprogrammingcoveringdirectx90 |