Cover image for Shaders for Game Programmers and Artists.
Shaders for Game Programmers and Artists.
Title:
Shaders for Game Programmers and Artists.
Author:
St-Laurent, Sebastien.
Personal Author:
Physical Description:
1 online resource (512 pages)
Contents:
Contents -- Introduction -- PART I: FROM THE GROUND UP -- Chapter 1 Welcome to the World of Shaders -- Prerequisites -- Vertex and Pixel Shader Pipelines and Capabilities -- Tool Overview -- It's Your Turn! -- What's Next? -- Chapter 2 The Art of 3D -- From the Ground Up -- 3D APIs -- It's Your Turn! -- What's Next? -- Chapter 3 RenderMonkey Version 1.5 -- Introduction to RenderMonkey -- Our First Look at RenderMonkey -- Autopsy of a Shader -- It's Your Turn! -- What's Next? -- Chapter 4 Getting Started, Your First Shaders -- Your First Shader -- Texturing Your Object -- Seeing Double -- It's Your Turn! -- What's Next? -- PART II: SCREEN EFFECTS -- Chapter 5 Looking Through a Filter -- Rendering to a Sketchpad -- Don't Adjust Your TV! -- Blurring Things Up -- Motion Blur -- It's Your Turn! -- What's Next? -- Chapter 6 Blurring Things Up -- What Is Depth of Field? -- It's All About Faking It! -- It's Your Turn! -- What's Next? -- Chapter 7 It's Getting Hot in Here -- What Is Heat Haze? -- Uses for Heat Haze -- Hitting the Pavement -- Looking Above the Flame -- It's Your Turn! -- What's Next? -- Chapter 8 Making Your Day Brighter -- What Is High Dynamic Range? -- A Few HDR Basics -- Time for Some High Dynamic Range Effects -- Solutions for Today's Hardware -- It's Your Turn! -- What's Next? -- PART III: MAKING IT LOOK REAL -- Chapter 9 May There Be Light -- Of Light and Magic -- Types of Lights -- Let's Get Shading -- It's Your Turn! -- What's Next? -- Chapter 10 Shiny Little Pixels -- Why Isn't Vertex Lighting Enough? -- Basic Pixel Lighting -- Giving You Goose Bumps -- It's Your Turn! -- What's Next? -- Chapter 11 Mirror, Mirror, On the Wall -- From Reflections to Refractions -- Building Dynamic Environment Maps -- It's Your Turn! -- What's Next? -- Chapter 12 Not All Materials Are the Same -- BRDFs Are Your Friends -- It's Your Turn!.

What's Next? -- Chapter 13 Building Materials from Scratch -- Turning Up the Noise! -- It's Your Turn! -- What's Next? -- Chapter 14 Why Does It Always Need to Look Real? -- Just Like a Television Cartoon -- Real-Time Hatching -- It's Your Turn! -- What's Next? -- PART IV: ADVANCED TOPICS -- Chapter 15 Watch Out for That Morning Fog -- The Basics of Fog -- Hardware Fog -- Rendering the Atmosphere -- It's Your Turn! -- What's Next? -- Chapter 16 Moving Objects Around -- Light, Camera, Action! -- It's Your Turn! -- What's Next? -- Chapter 17 Advanced Lighting -- Outdoor Scene Lighting -- Polynomial Texture Maps -- Spherical Harmonics -- It's Your Turn! -- What's Next? -- Chapter 18 Shadowing -- The Basics of Shadows -- Shadow Mapping -- Shadow Volumes -- It's Your Turn! -- What's Next? -- Chapter 19 Geometry Tricks -- Level of Detail -- Displacement Mapping -- It's Your Turn! -- Summary -- What's Next? -- PART V: APPENDIXES -- Appendix A: High-Level Shader Language Reference -- Data Types -- Typecasts -- Variables -- Statements -- Expressions -- Functions -- Appendix B: RenderMonkey Version 1.5 User Manual -- Installation -- Using RenderMonkey -- Where Do We Go from Here? -- Appendix C: What's on the CD -- Source Code -- RenderMonkey -- High Resolution Illustrations -- DirectX 9.0 SDK -- NVIDIA Texture Library -- NVIDIA Photoshop Plug-In -- Appendix D: Exercise Solutions -- Appendix E: Shader Library -- Basic Components -- Screen Effects -- Lighting -- Tangent Space Lighting -- Reflection and Refraction -- Materials -- Index -- A -- B -- C -- D -- E -- F -- G -- H -- I -- J-K -- L -- M -- N -- O -- P -- Q-R -- S -- T -- U -- V -- W -- X-Z.
Local Note:
Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2017. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
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