Cg is the key to unlocking the power of a generation of programmable graphics hardware. This book features an introduction to Cg. It is essential for anyone programming real-time graphics. It teaches you how to use Cg to create effects for real-time applications.
Designed for the OpenGL Shading Language, this book is from a graphics industry veteran. It contains topics ranging from beginning shader development to advanced topics such as the spherical harmonic lighting model.
Details the programming techniques for graphics processing units (GPUs). This book offers readers practical means to harness the capabilities of GPUs. Major topics covered include: Geometric Complexity; Shading, Lighting, and Shadows; High-Quality Rendering; General-Purpose Computation on GPUs: A Primer; Image-Oriented Computing; and more.
Providing coverage of RenderMan, this guide teaches coding style and techniques, and offers instruction for setting up a proper shader developing environment. From RSL fundamentals to advanced shading techniques, it helps you develop the skills you need to effectively use the RenderMan Shading Language.
"The GPU Gems series features a collection of the most essential algorithms required by Next-Generation 3D Engines." --Martin Mittring, Lead Graphics Programmer, Crytek This third volume of the best-selling GPU Gems series provides a snapshot of today's latest Graphics Processing Unit (GPU) programming techniques. The programmability of modern GPUs allows developers to not only distinguish ...
Contains articles covering shader techniques and tools. This book covers relevant hardware and developer tools so there is no bias toward one company or tool set. The topical areas covered range from geometry manipulation, rendering techniques, shadows, software shaders, image space, shadows to tools, environmental effects and 3D engine design.
This text covers real-time shading systems, their design and how they work. Procedural shading, long valued for off-line rendering and production animation is now possible on interactive graphics hardware. The authors include examples of techniques.
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 ..
Programmable graphics processing units (GPUs) provide the horsepower necessary to render realistic graphics in real time, but place a new burden on programmers. No longer enough to build polygon engines with simple lighting and textures. Programmers need an understanding of lights and surface properties at a theoretical level.
ShaderX4: Lighting & Rendering is a new volume in this successful series. All of the articles are brand new and provide graphics and game programmers with innovative, ready-to-use techniques and tips for programming cutting-edge shaders. All of the techniques are written by pros and each section is edited by an industry expert. These techniques have evolved from work on movies, games, and ...
In the past few years, DirectX and graphics cards have rapidly improved, providing a more powerful and flexible rendering pipeline. With all of these advancements, vertex and pixel shaders are becoming widely used in high end graphics and game development.