Introduction To Shader Programming


Introduction To Shader Programming
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Introduction To Shader Programming


Introduction To Shader Programming
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Author : Pope Kim
language : en
Publisher: YeonDoo Media
Release Date : 2014-03-01

Introduction To Shader Programming written by Pope Kim and has been published by YeonDoo Media this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014-03-01 with Computers categories.


Part of the difficulty of new comers to the field of real-time graphics to grasp the concept of shaders stems from the fact that most of the classic computer graphics literature concentrates more on the graphics techniques you are trying to achieve (e.g. realistic lighting, post processing effects). The classic literature either provides a heavily academic explanation of shaders or barely contains explanations of what a shader actually is, most of the time just providing some sample shader boiler plate templates and leaving it at that. While there are also many books dedicated exclusively to real-time 3D graphics shader programming, they either assume working knowledge of shaders or barely touch on the basics in a way that is friendly to new comers - and all of them assume that the only people writing shaders are experienced programmers completely forgetting that, thanks to the advances in tools, more and more shaders are now being written in a large part by artists. With “Introduction to Shader Programming”, Pope Kim has finally closed that big gap in the real-time 3D graphics literature. This book is an invaluable teaching resource, filling the need for anyone needing to understand how shaders work in a practical and straightforward way, while teaching at the same time the bases needed for understanding more advanced shader books and techniques in a very friendly manner. Thanks to this book, shaders will no longer be black magic but useful tools for anyone interested in the subject. - Daniel Barrero, PhD



Introduction To 3d Game Programming With Directx 9 0c


Introduction To 3d Game Programming With Directx 9 0c
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Author : Frank Luna
language : en
Publisher: Jones & Bartlett Publishers
Release Date : 2006-06-07

Introduction To 3d Game Programming With Directx 9 0c written by Frank Luna and has been published by Jones & Bartlett Publishers this book supported file pdf, txt, epub, kindle and other format this book has been release on 2006-06-07 with Computers categories.


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.



Real Time Shader Programming


Real Time Shader Programming
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Author : Ron Fosner
language : en
Publisher: Elsevier
Release Date : 2003-01-10

Real Time Shader Programming written by Ron Fosner and has been published by Elsevier this book supported file pdf, txt, epub, kindle and other format this book has been release on 2003-01-10 with Computers categories.


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



Writing Mental Ray Shaders


Writing Mental Ray Shaders
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Author : Andy Kopra
language : en
Publisher: Springer Science & Business Media
Release Date : 2009-04-05

Writing Mental Ray Shaders written by Andy Kopra and has been published by Springer Science & Business Media this book supported file pdf, txt, epub, kindle and other format this book has been release on 2009-04-05 with Computers categories.


An increasing number of artists and programmers in visual effects and broadcast production now use mental ray, a high performance rendering engine for generating photorealistic images. This book details the aesthetics of rendering with mental ray. It describes the varieties of shader programming from the point of view of increasing perceptual complexity: from color to the output of the final image. It includes many example shaders, including the simplest shader possible in each category that can serve as a starting point for further customization.



Graphics Shaders


Graphics Shaders
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Author : Mike Bailey
language : en
Publisher: CRC Press
Release Date : 2016-04-19

Graphics Shaders written by Mike Bailey and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-04-19 with Computers categories.


Graphics Shaders: Theory and Practice is intended for a second course in computer graphics at the undergraduate or graduate level, introducing shader programming in general, but focusing on the GLSL shading language. While teaching how to write programmable shaders, the authors also teach and reinforce the fundamentals of computer graphics. The sec



Practical Shader Development


Practical Shader Development
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Author : Kyle Halladay
language : en
Publisher: Apress
Release Date : 2019-04-10

Practical Shader Development written by Kyle Halladay and has been published by Apress this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-04-10 with Computers categories.


It’s time to stop thinking that shaders are magical. You can use shaders to turn data into stunning visual effects, and get your hands dirty by building your own shader with this step-by-step introduction to shader development for game and graphics developers. Learn how to make shaders that move, tint, light up, and look awesome, all without cracking open a math textbook. Practical Shader Development teaches the theory behind how shaders work. The book also shows you how to apply that theory to create eye-popping visual effects. You’ll learn to profile and optimize those effects to make sure your projects keep running quickly with all their new visuals. You’ll learn good theory, good practices, and without getting bogged down in the math. Author Kyle Halladay explains the fundamentals of shader development through simple examples and hands-on experiments. He teaches you how to find performance issues in shaders you are using and then how to fix them. Kyle explains (and contrasts) how to use the knowledge learned from this book in three of the most popular game engines today. What You'll LearnUnderstand what shaders are and how they work Get up to speed on the nuts and bolts of writing vertex and fragment shaders Utilize color blending and know how blend equations work Know the coordinate spaces used when rendering real-time computer graphics Use simple math to animate characters, simulate lights, and create a wide variety of visual effects Find and fix performance problems in shaders See how three popular game engines (Unity, UE4, Godot) handle shaders Who This Book Is For Programmers who are interested in writing their own shaders but do not know where to start, anyone who has ever seen shader code on a forum and wished they knew how to modify it just a little bit to fit into their own projects, and game developers who are tired of using the default shaders found in the game engines they are using. The book is especially useful for those who have been put off by existing shader tutorials which introduce complex math and graphics theory before ever getting something on the screen.



Unity 5 X Shaders And Effects Cookbook


Unity 5 X Shaders And Effects Cookbook
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Author : Alan Zucconi
language : en
Publisher: Packt Publishing Ltd
Release Date : 2016-02-26

Unity 5 X Shaders And Effects Cookbook written by Alan Zucconi and has been published by Packt Publishing Ltd this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-02-26 with Computers categories.


Master the art of Shader programming to bring life to your Unity projects About This Book This book will help you master the technique of physically based shading in Unity 5 to add realism to your game quickly through precise recipes From an eminent author, this book offers you the fine technicalities of professional post-processing effects for stunning results This book will help you master Shader programming through easy-to-follow examples to create stunning visual effects that can be used in 3D games and high quality graphics. Who This Book Is For Unity Effects and Shader Cookbook is written for developers who want to create their first Shaders in Unity 5 or wish to take their game to a whole new level by adding professional post-processing effects. A solid understanding of Unity is required. What You Will Learn Understand physically based rendering to fit the aesthetic of your game Enter the world of post-processing effects to make your game look visually stunning Add life to your materials, complementing Shader programming with interactive scripts Design efficient Shaders for mobile platforms without sacrificing their realism Use state-of-the-art techniques such as volumetric explosions and fur shading Build your knowledge by understanding how Shader models have evolved and how you can create your own Discover what goes into the structure of Shaders and why lighting works the way it does Master the math and algorithms behind the most used lighting models In Detail Since their introduction to Unity, Shaders have been notoriously difficult to understand and implement in games: complex mathematics have always stood in the way of creating your own Shaders and attaining that level of realism you crave. With Shaders, you can transform your game into a highly polished, refined product with Unity's post-processing effects. Unity Shaders and Effects Cookbook is the first of its kind to bring you the secrets of creating Shaders for Unity3D—guiding you through the process of understanding vectors, how lighting is constructed with them, and also how textures are used to create complex effects without the heavy math. We'll start with essential lighting and finishing up by creating stunning screen Effects just like those in high quality 3D and mobile games. You'll discover techniques including normal mapping, image-based lighting, and how to animate your models inside a Shader. We'll explore the secrets behind some of the most powerful techniques, such as physically based rendering! With Unity Shaders and Effects Cookbook, what seems like a dark art today will be second nature by tomorrow. Style and approach The recipes in this book contain step-by-step instructions, complemented by screenshots and code, and real-world examples.



Graphics Shaders


Graphics Shaders
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Author : Mike Bailey
language : en
Publisher: CRC Press
Release Date : 2012-05-22

Graphics Shaders written by Mike Bailey and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2012-05-22 with Computers categories.


Programmable graphics shaders, programs that can be downloaded to a graphics processor (GPU) to carry out operations outside the fixed-function pipeline of earlier standards, have become a key feature of computer graphics. This book is designed to open computer graphics shader programming to the student, whether in a traditional class or on their own. It is intended to complement texts based on fixed-function graphics APIs, specifically OpenGL. It introduces shader programming in general, and specifically the GLSL shader language. It also introduces a flexible, easy-to-use tool, glman, that helps you develop, test, and tune shaders outside an application that would use them.



Physically Based Shader Development For Unity 2017


Physically Based Shader Development For Unity 2017
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Author : Claudia Doppioslash
language : en
Publisher: Apress
Release Date : 2017-12-06

Physically Based Shader Development For Unity 2017 written by Claudia Doppioslash and has been published by Apress this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-12-06 with Computers categories.


Benefit from the latest rendering tech developments, currently covered only in papers and talks from Siggraph, in a way any developer or technical artist using Unity can take advantage of. This book starts by introducing how shader programming works in general, the common principles of different platforms (OpenGL, Vulkan, and DirectX), and the shading languages Unity uses: Cg, GLSL, and ShaderLab. Physically Based Shader Development for Unity 2017 discusses artistic choices, presenting various techniques (such as translucency and subsurface scattering) and BRDFs (Oren-Nayar, Cook-Torrance, and Ashikhmin-Shirley), and what they can be used for. Finally you’ll cover the importance of optimizing your code by developing approximations, which achieve similar end results, but are computationally cheaper. By the end of your journey you’ll be able to develop the look of your game or Unity-rendered animated short so that it looks both unique and impressively realistic, thanks to your own custom lighting system. What You Will Learn Master shader programming Gain all you need to know about physically based shading Take almost full control of the shader subsystem Discover what you can achieve with that control Implement a custom physically based lighting system and examine the logic behind every choice Who This Book Is For Most game developers (both indie and AA) that use Unity and technical artists who are responsible for the final look of a game.



Learn Vertex And Pixel Shader Programming With Directx 9


Learn Vertex And Pixel Shader Programming With Directx 9
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Author : James C. Leiterman
language : en
Publisher: Wordware Publishing, Inc.
Release Date : 2004

Learn Vertex And Pixel Shader Programming With Directx 9 written by James C. Leiterman and has been published by Wordware Publishing, Inc. this book supported file pdf, txt, epub, kindle and other format this book has been release on 2004 with Computer games categories.


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.