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Shaders for Game Programmers and Artists

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ISBN-10: 1592000924

ISBN-13: 9781592000920

Edition: 2004

Authors: Sebastien St-Laurent

List price: $39.99
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"Shaders for Game Programmers and Artists"?the title says it all. This book does something that other shader books don?t. It focuses solely on shaders and their creation. You?ll use ATI?s RenderMonkey platform, giving you an easy-to-use framework for shader development and allowing you to focus your energy on shader development rather than the development of framework applications. Cover simple techniques, from the basics of color filters to more advanced topics, such as depth of field, heat shimmer, and high-dynamic range rendering. Extensive exercises at the end of each chapter allow you to test your skills by expanding upon the shader you?ve just developed. Whether you are an engineer or…    
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Book details

List price: $39.99
Copyright year: 2004
Publisher: Course Technology
Publication date: 5/13/2004
Binding: Paperback
Pages: 512
Size: 0.29" wide x 0.35" long x 0.06" tall
Weight: 2.244
Language: English

Introduction
From the Ground Up
Welcome to the World of Shaders
Prerequisites
Vertex and Pixel Shader Pipelines and Capabilities
Tool Overview
RenderMonkey
Microsoft Texture Tool
NVIDIA Photoshop Plug-In
3D Studio Max
Microsoft Effect Editor
NVIDIA's Cg Toolkit
It's Your Turn!
What's Next?
The Art of 3D
From the Ground Up
Looking at Our Universe
Translation Matrix
Scale Matrix
Rotation Matrix
Viewing It from a Camera
Under the Hood
3D APIs
OpenGL
DirectX and Direct3D
Which One Is Better?
Hardware Architecture
Shaders
It's Your Turn!
What's Next?
RenderMonkey Version 1.5
Introduction to RenderMonkey
Our First Look at RenderMonkey
Autopsy of a Shader
It's Your Turn!
What's Next?
Getting Started, Your First Shaders
Your First Shader
Texturing Your Object
Seeing Double
It's Your Turn!
Animating a Texture
Blending two Textures
What's Next?
Screen Effects
Looking Through a Filter
Rendering to a Sketchpad
Texture Coordinates
Finally Rendering Your Render Target
Don't Adjust Your TV!
Black and White, Like in the Old Times
Generalizations Are Good!
Things Are Not Always Linear
Blurring Things Up
Bring on the Filters
Motion Blur
Building the Motion Blur Shader
It's Your Turn!
Old Time Movie
Gauss Filter
What's Next?
Blurring Things Up
What Is Depth of Field?
It's All About Faking It!
Blurring Things, Take Two
Depth Impostors
A Note About Z-Buffers
Using the Alpha Channel
A Note About Multiple Render Targets
Doing It Twice
What About the Z-Buffer?
Special Considerations
It's Your Turn!
Multiple Impostors
Using a Lookup Texture
Using Intermediate Blur Textures to Create a Smoother Transition
What's Next?
It's Getting Hot in Here
What Is Heat Haze?
Uses for Heat Haze
It's All About Distortion Maps
Putting a Background to Your Shader
Hitting the Pavement
Looking Above the Flame
It's Your Turn!
Your Own Refraction Shader
Making it More Lively
What's Next?
Making Your Day Brighter
What Is High Dynamic Range?
Glare
Streaks
Lens Flares
A Few HDR Basics
What About Floating-Point Textures?
Exposure Control: The First Step
A Note on Automatic Exposure Control
Time for Some High Dynamic Range Effects
Your First HDR Shader: The Glare!
Time for Some Streaking!
Lens Flare Free-for-All
Putting It All Together
Solutions for Today's Hardware
It's Your Turn!
Using a Big Filter
Streaking on Today's Hardware
What's Next?
Making It Look Real
May There Be Light
Of Light and Magic
What Makes Light in the First Place
Types of Lights
Directional Light
Point Lights
Spot Lights
Area Lights
Let's Get Shading
Ambient Lighting
Diffuse Lighting
Specular Lighting
Putting It Together
It's Your Turn!
Direction Lights
Animating Lights
What's Next?
Shiny Little Pixels
Why Isn't Vertex Lighting Enough?
Basic Pixel Lighting
Diffuse Lighting
Specular Lighting
Putting It All Together
Giving You Goose Bumps
Bumpmapping
Tangent Space
Normal Maps
It's Your Turn!
Direction Lights
Multiple Lights
What's Next?
Mirror, Mirror, On the Wall
From Reflections to Refractions
Reflections
Refraction
Walking Hand in Hand
Building Dynamic Environment Maps
It's Your Turn!
Doing it All Per-Pixel
Color-Based Refraction
What's Next?
Not All Materials Are the Same
BRDFs Are Your Friends
Soft and Velvety
Determining BRDFs
Oren-Nayer Velvet
It's Your Turn!
Using Lookup Textures
Multiple BRDFs
What's Next?
Building Materials from Scratch
Turning Up the Noise!
Clouds, Clouds in the Sky
Wood and Marble
Using Noise to Move Things Around
It's Your Turn!
Animating Clouds
Rendering Strata
What's Next?
Why Does It Always Need to Look Real?
Just Like a Television Cartoon
Outline Rendering
Other Outlining Ideas
Toon Shading
Real-Time Hatching
It's Your Turn!
Depth-Based Outline
Silhouette and Toon Shading
What's Next?
Advanced Topics
Watch Out for That Morning Fog
The Basics of Fog
Hardware Fog
Not Just Your Everyday Fog
Giving Your Fog a Little Depth
Rendering the Atmosphere
It's Your Turn!
Round Fog
What's Next?
Moving Objects Around
Light, Camera, Action!
Object Metamorphosis
Of Skin and Bones
It's Your Turn!
What's Next?
Advanced Lighting
Outdoor Scene Lighting
Some General Approaches
Hemisphere Lighting Model
Polynomial Texture Maps
Combining BRDF and Bumpmapping
Building the Shader
Spherical Harmonics
The Basic Idea
Lighting with Spherical Harmonics
It's Your Turn!
Per-Pixel Spherical Harmonics
What's Next?
Shadowing
The Basics of Shadows
Shadow Mapping
Shadow Volumes
Taking Advantage of the Hardware
It's Your Turn!
Soft Shadow Mapping
What's Next?
Geometry Tricks
Level of Detail
Static LOD
Progressive LOD
Re-Creating Lost Details
Displacement Mapping
It's Your Turn!
Summary
What's Next?
Appendixes
High-Level Shader Language Reference
Data Types
Scalar Types
Vector Types
Matrix Types
Structure Types
Predefined Types
Typecasts
Variables
Statements
Expressions
Functions
User-Defined Functions
Built-In Functions
RenderMonkey Version 1.5 User Manual
Installation
Requirements
Installing RenderMonkey
Using RenderMonkey
Application Toolbar
Application Menu
Workspace View
Application Preferences
Modules
Where Do We Go from Here?
What's on the CD
Source Code
RenderMonkey
High Resolution Illustrations
DirectX 9.0 SDK
NVIDIA Texture Library
NVIDIA Photoshop Plug-In
Exercise Solutions
Shader Library
Basic Components
Object Transformation and Projection
Basic Texturing
Color Modulation
Depth Encoding and Decoding
Screen Effects
Rendering to a Full Screen Quad
Color Matrix
Basic Filtering Pixel Shader
Box Blur Filter
Gauss Blur Filter
Edge Detection Filter
Lighting
Diffuse Lighting
Specular Lighting
Tangent Space Lighting
Per-Pixel Bumpmapping
Polynomial Texture Mapping
Spherical Harmonics
Reflection and Refraction
Reflection
Refraction
Materials
Velvet
Oren-Nayer Lighting
Basic Perlin Noise
Marble and Wood Noise Materials
Index