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Ebook ShaderX3 Advanced Rendering with DirectX and OpenGL (SHADERX SERIES)

Written By pioisabellamalachiqueen on Senin, 03 Maret 2014 | Maret 03, 2014

Ebook ShaderX3 Advanced Rendering with DirectX and OpenGL (SHADERX SERIES)

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ShaderX3 Advanced Rendering with DirectX and OpenGL (SHADERX SERIES)

ShaderX3 Advanced Rendering with DirectX and OpenGL (SHADERX SERIES)


ShaderX3 Advanced Rendering with DirectX and OpenGL (SHADERX SERIES)


Ebook ShaderX3 Advanced Rendering with DirectX and OpenGL (SHADERX SERIES)

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ShaderX3 Advanced Rendering with DirectX and OpenGL (SHADERX SERIES)

About the Author

Wolfgang is working in Rockstar's core technology group as the lead graphics programmer. He is the editor of the ShaderX books, the author of several other books and loves to talk about graphics programming. He is also a MVP DirectX since July 2006 and active in several advisory boards in the industry.

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Product details

Series: SHADERX SERIES

Hardcover: 630 pages

Publisher: Charles River Media; 1 edition (November 29, 2004)

Language: English

ISBN-10: 1584503572

ISBN-13: 978-1584503576

Product Dimensions:

7.5 x 1.5 x 9.5 inches

Shipping Weight: 2.8 pounds

Average Customer Review:

4.5 out of 5 stars

5 customer reviews

Amazon Best Sellers Rank:

#2,706,016 in Books (See Top 100 in Books)

Its hard for me to treat the books of this series separately (ShaderX 3, ShaderX 4, ShaderX 5). They are all very good books of GPU-Gems level or higher. In comparison with GPU Gems, they are more academic, i. e. they are rather short and more applicable to wide range of applications then GPU Gems ones (while GPU Gems series is more scientific, state of the art, considering one particular research) and the accompanying CD is much more better (lots of working examples, most with source code).Sections (Image-Space, Shadows) are also very helpful to figure out what is useful for you.This series is not for beginners anyway, so please, go Cg Tutorial or DX SDK Tutorial and don't put 2 or 3 marks for these books because you can't cope with them.

great book

I've bought many other rendering books like GPU Gems series, and I think this book is more practical for game developers compared with the other books. It explains many useful algorithms in good details and covers many aspects that a serious game developer should consider. As a game engine programmer, I think this book is a very good reference for me.

One of the best shader books on the market. Articles are still up to date.This is must have for game developers.

This book is a collection of forty-seven articles around the common theme of shading images in real time. Many of these effects have been common in the movie world for many years, but in that application the shading can be done on very expensive machines and the time it takes to produce an image is not important because the resulting image is to be shown on screen rather than immediately on a display. Now, with the increasing power in the PC's in widespread use, these techniques are being brought down to the standard desktop.In this book a wide selection of authors discuss the start of the art in shading. They are, for the most part, active professionally in the graphics display business. A number of them work for ATI, the video card manufacturer, a number work for gaming companies, or for companies producing software used in gaming.This approach provides for a fast time to print, rather than one author taking a year to write the book. In this industry a year is a lifetime, well, at least a generation in the software.

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ShaderX3 Advanced Rendering with DirectX and OpenGL (SHADERX SERIES) PDF
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