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
Table of contents
- Cover image
- Title page
- Table of Contents
- Dedication
- Copyright
- The Morgan Kaufmann Series in Computer Graphics and Geometric Modeling
- CRITICAL ACCLAIM FOR: Real-Time Shader Programming!
- PREFACE
- Chapter 1: INTRODUCTION
- Chapter 2: PRELIMINARY MATH
- Chapter 3: MATHEMATICS OF LIGHTING AND SHADING
- Chapter 4: INTRODUCTION TO SHADERS
-
Chapter 5: SHADER SETUP IN DIRECTX
- SELECTING YOUR D3D DEVICE
- CHECKING FOR SHADER SUPPORT
- VERTEX ELEMENTS
- CREATING A VERTEX SHADER INTERFACE DECLARATION
- CREATING A VERTEX BUFFER
- VERTEX DATA STREAMS
- CREATING WELL-FORMED VERTEX DATA
- CREATING AND USING PIXEL AND VERTEX SHADERS
- ASSEMBLING VERTEX AND PIXEL SHADERS
- SETTING A SHADER
- SETTING SHADER CONSTANTS
- RENDERING
- Chapter 6: SHADER TOOLS AND RESOURCES
- Chapter 7: SHADER BUFFET
- Chapter 8: SHADER REFERENCE
- Part I: Vertex Shader Reference
-
Part II: Pixel Shader Reference
- QUICK OVERVIEW
- INSTRUCTION ORDER AND INSTRUCTION COUNTS
- TEXTURE ADDRESSING
- TEXTURE STAGE AND TEXTURE SAMPLE STATES
- PIXEL SHADER MATH PRECISION IN DIRECTX 8 CLASS HARDWARE
- PIXEL SHADER MATH PRECISION DIRECTX 9 CLASS HARDWARE
- PIXEL SHADER REVISION HISTORY
- OUTPUT REGISTERS
- INPUT REGISTERS
- TEMPORARY REGISTERS
- OUTPUT REGISTERS—THE MULTI-ELEMENT TEXTURE (MET) AND THE MULTIPLE RENDER TARGET (MRT)
- REFERENCES
- INDEX
- ABOUT THE AUTHOR
- ABOUT THE CD-ROM
Product information
- Title: Real-Time Shader Programming
- Author(s):
- Release date: January 2003
- Publisher(s): Morgan Kaufmann
- ISBN: 9780080515908
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