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Programming Vertex & Pixel Shaders (Charles River Media Graphics) Paperback – September, 2004
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Top Customer Reviews
This book is a must for those who want to learn vertex and pixel shader programming. Also advanced developers will find this book useful.
So, if you want to create cutting-edge shader effects do not hesitate to buy this book and learn how to do it.
The material covered is perfectly balanced - I started the course with no working knowledge of shader programming. The initial concepts are clearly explained and unlaboured, despite the inevitable rush of information! Once you learn the ropes, it gives good explanations and implementations of more advanced topics and cutting-edge techniques.
I can now write and develop my own Shader Model 1.x/2.x/3.0/HLSL shaders, applications to implement them, and develop new techniques confidently. What more can you ask for?!
I agree that the programs will not compile, but in essence, all you need to do is look at the main CPP file and see what inputs he's setting up, which are always the same: the projection matrix, eye vector, light vectors, some colors, a texture etc, and then assign those values in the calling program to the effecthandle of the shader (I'm using VB.net and C#), and his stuff works like a Swiss watch.
It helps me learning a lot of things about shaders. The explanations are very clear and the difficulty is very gradual. First, it introduces DirectX High-Level Shading Language and the most basic lighting models. Next, it goes through a lot of more advanced algorithms. (Advanced Rendering, anisotropic Reflection, Shadow Mapping, Environmental Mapping and so on ...). And, at last, it finishes with some of the latest rendering techniques such as High Dynamic Range Lighting and vertex texturing.
It also includes the first coverage of vs_3_0 and ps_3_0. It explains how to use the latest graphic hardware. Moreover, this chapter helps to understand the relationships between High Level Language and assembly language.
In fact, this is an excellent resource that presents how next generation games will be made.
I loved the part about optimization, and the foreword to cubemaps with Normalization cubemaps. It was very hard finding information on this on the web, and with this book I had a full C++ sample with comments and a book article. What can I ask more :)
It covers all that's needed to know about basic per-pixel lightning models, and goes to subjects as advanced as HDRI and tone-mapping.
While it's not a completely up-to-date reference on shaders (does not cover 3.0 model, some new techniques were developed and popularized since the book came out), it's still a very comprehensible introduction in the HLSL world, and give strong a basis for future study.
Most Recent Customer Reviews
Very bad: the problem of this book is that it does contain a lot of symbols in formulas, and many times it doesn't explain their meaning. Read morePublished on December 5, 2013 by Ramy
This was a gift item for my son who enjoys programming. It looked "alien" to me but he was happy with it!Published on August 29, 2013 by Ma Gee
This book was the best on the topic in 2004 when it came out, with support for Visual C++ 2003 and DirectX 9.0c (from early 2004). Read morePublished on March 28, 2009 by J. S. Harbour
CD examples are dependent on the common code for the samples in the DirectX SDK. The examples do not compile with the current Direct X SDK. Read morePublished on January 23, 2007 by K. Selden