Programming Vertex and Pixel Shaders
暫譯: 編程頂點和像素著色器
Wolfgang Engel
- 出版商: Charles River Media
- 售價: $1,280
- 語言: 英文
- 頁數: 413
- 裝訂: Paperback
- ISBN: 1584503491
- ISBN-13: 9781584503491
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商品描述
Description:
When newer graphics cards started offering a programming interface to their graphics-processing unit (GPU), there was a fundamental change from fixed-function to programmable graphics hardware. This fundamental change offers a whole new level of opportunities for real-time graphics programmers. using shaders not only allows you to create unique games and graphics, but it allows you to be far more creative.
Programming Vertex and Pixel Shaders uses a "cookbook" approach to teach beginning to intermediate graphics and game programmers to program shaders in the High-Level Shading Language (HLSL), the primary real0time shading language used in recent game development. The book uses a wide range of examples (over 60) to teach various techniques, ranging from simple real-time lighting to advanced, cutting-edge rendering. The book is broken into eight parts covering introductory material, shadows, high dynamic range lighting, lighting algorithms, vertex texturing, projective texture mapping, environment cube mapping, and advanced reflectance algorithms (Cook-Torrance, Oren-Nayar, Ward, and Ashikhmin-Shirly).
The coverage starts from the beginning, so no existing knowledge of shader programming is required. This book does assume a basic understanding of the math typically used in a game engine and an intermediate understanding of the Direct3D API.
This is the one resource developers need to learn practical current techniques for programming shaders for next-generation games and graphics!
商品描述(中文翻譯)
**描述:**
當較新的顯示卡開始提供其圖形處理單元(GPU)的程式設計介面時,從固定功能到可程式化圖形硬體的根本變化發生了。這一根本變化為即時圖形程式設計師提供了全新的機會。使用著色器不僅可以創造獨特的遊戲和圖形,還可以讓你更具創造力。
《程式設計頂點和像素著色器》採用「食譜」的方法,教導初學者到中級的圖形和遊戲程式設計師如何使用高階著色語言(High-Level Shading Language, HLSL)來程式設計著色器,這是最近遊戲開發中使用的主要即時著色語言。這本書使用了廣泛的範例(超過60個)來教授各種技術,從簡單的即時照明到先進的尖端渲染。書籍分為八個部分,涵蓋入門材料、陰影、高動態範圍照明、照明演算法、頂點紋理、投影紋理映射、環境立方體映射以及先進的反射演算法(Cook-Torrance、Oren-Nayar、Ward 和 Ashikhmin-Shirly)。
內容從基礎開始,因此不需要具備現有的著色器程式設計知識。本書假設讀者對遊戲引擎中通常使用的數學有基本了解,並對 Direct3D API 有中級理解。
這是開發人員學習為下一代遊戲和圖形程式設計著色器的實用當前技術所需的唯一資源!