ShaderX3: Advanced Rendering with DirectX and OpenGL
暫譯: ShaderX3:使用 DirectX 和 OpenGL 的進階渲染

Wolfgang Engel

  • 出版商: Charles River Media
  • 出版日期: 2004-11-29
  • 定價: $1,800
  • 售價: 8.0$1,440
  • 語言: 英文
  • 頁數: 630
  • 裝訂: Hardcover
  • ISBN: 1584503572
  • ISBN-13: 9781584503576
  • 相關分類: GPUOpenGL
  • 立即出貨(限量) (庫存=4)

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商品描述

Descriptions:

Welcome to the latest volume of ShaderX! This all-new collection is packed with insightful new techniques, innovative approaches to common problems, and practical tools and tricks that will help you in all areas of shader programming. All of the articles evolved from the work and experiences of industry pros, and all of the sections were edited by shader programming experts. With the rapid advances in DirectX, OpenGL, and graphics cards, vertex and pixel shaders are becoming more widely used in high-end graphics and game development. The challenges of mastering these techniques can be daunting for new programmers, but with this comprehensive collection of ready-to-use techniques, they'll get up to speed quickly. And for the more experienced programmers, they'll find insights and tricks that will improve their efficiency and prevent redundancy. If you are involved in shader programming, this is a must-have reference for your collection.

KEY FEATURES

  • Section 1 Geometry Manipulation: Topology on the GPU; Rendering Complex Formulas; Mesh Object Deforming Using HLSL; Morphing between Two Different Objects; Silhouette Geometry Shaders; GLSL Real-Time Shader Development
  • Section 2 Rendering Techniques: Reflections from Bumpy Surfaces; Massively Parallel Particle Systems on the GPU; Self-Shadowing; Batching via Texture Atlases; Real-Time Texture- Space Skin Rendering; Texture Motion Blur; Animation and Display of Water; Hair Rendering and Shading
  • Section 3 Software Shaders and Shader Programming Tips: Optimizing Dx9 Vertex Shaders for Software Vertex Processing; Software Shaders and DirectX DLL Implementation; Tactical Path-Finding Using Stochastic Maps on the GPUFX Composer 1.5–Standardization
  • Section 4 Image Space: A Steerable Streak Filter; Adaptive Glare; Color Grading; Improved Depth of Field Rendering; Lighting Precomputation Using the Relighting Map; Shaderey– NPR Style Rendering
  • Section 5 Shadows: Poisson Shadow Blur; Fractional-Disk Soft Shadows; Fake Soft Shadows Using Precomputed Visibility Distance Functions; Efficient Omnidirectional Shadow Maps
  • Section 6 3D Engine Design: An Extensible Direct3D Resource Management System; Integrating Shaders into the Vision Rendering Engine; Effect Parameters Manipulation Framework; Shader Visualization Systems for the Art Pipeline; Drawing a Crowd
  • Section 7 Tools Environmental Effects: In-Depth Performance Analyses of DirectX9 Shading Hardware Concerning Pixel Shader and Texture Performance; Shaderbreaker; Generating Shaders from HLSL Fragments
  • Section 8 Environmental Effects: Light Shaft Rendering; Rendering Rainbows; Analytic Model for Daylight with Shaders; Volumetric Clouds

ON THE CD

The CD-ROM contains the example programs with source code accompanying the majority of chapters, as well as useful demos, and the latest Microsoft® DirectX 9 System Development Kit (SDK).

商品描述(中文翻譯)

描述:

歡迎來到最新一卷的 ShaderX!這本全新的合集充滿了深刻的新技術、創新的常見問題解決方法,以及實用的工具和技巧,將幫助您在所有著色器編程領域中取得進展。所有文章均源自業界專業人士的工作和經驗,所有部分均由著色器編程專家編輯。隨著 DirectX、OpenGL 和顯示卡的快速進步,頂點著色器和像素著色器在高端圖形和遊戲開發中變得越來越普遍。對於新程序員來說,掌握這些技術的挑戰可能會令人畏懼,但有了這本全面的即用技術合集,他們將能迅速上手。對於更有經驗的程序員來說,他們將發現能提高效率和避免冗餘的見解和技巧。如果您參與著色器編程,這是您收藏中的必備參考書。

主要特點

- 第一部分 幾何操作:GPU 上的拓撲;渲染複雜公式;使用 HLSL 進行網格物件變形;在兩個不同物件之間的變形;輪廓幾何著色器;GLSL 實時著色器開發
- 第二部分 渲染技術:來自不平坦表面的反射;GPU 上的大規模並行粒子系統;自陰影;通過紋理圖集進行批處理;實時紋理空間皮膚渲染;紋理運動模糊;水的動畫和顯示;頭髮渲染和著色
- 第三部分 軟體著色器和著色器編程技巧:優化 Dx9 頂點著色器以進行軟體頂點處理;軟體著色器和 DirectX DLL 實現;使用隨機地圖進行戰術路徑尋找的 GPUFX Composer 1.5 標準化
- 第四部分 圖像空間:可引導的條紋濾鏡;自適應眩光;顏色分級;改進的景深渲染;使用重光照圖進行光照預計算;Shaderey– NPR 風格渲染
- 第五部分 陰影:泊松陰影模糊;分數圓盤柔和陰影;使用預計算可見性距離函數的假柔和陰影;高效的全向陰影圖
- 第六部分 3D 引擎設計:可擴展的 Direct3D 資源管理系統;將著色器整合到視覺渲染引擎中;效果參數操作框架;藝術管道的著色器可視化系統;繪製人群
- 第七部分 工具 環境效果:對 DirectX9 著色硬體的像素著色器和紋理性能的深入性能分析;Shaderbreaker;從 HLSL 片段生成著色器
- 第八部分 環境效果:光束渲染;渲染彩虹;使用著色器的日光解析模型;體積雲

隨附光碟

CD-ROM 包含大多數章節的示例程序及其源代碼,以及有用的演示和最新的 Microsoft® DirectX 9 系統開發工具包 (SDK)。