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Programming Vertex & Pixel Shaders (Charles River Media Graphics) Paperback – September, 2004


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Product Details

  • Series: Charles River Media Graphics
  • Paperback: 432 pages
  • Publisher: Charles River Media; 1 edition (September 2004)
  • Language: English
  • ISBN-10: 1584503491
  • ISBN-13: 978-1584503491
  • Product Dimensions: 9.2 x 7.4 x 1.1 inches
  • Shipping Weight: 1.8 pounds
  • Average Customer Review: 3.7 out of 5 stars  See all reviews (11 customer reviews)
  • Amazon Best Sellers Rank: #2,533,931 in Books (See Top 100 in Books)

Editorial Reviews

About the Author

Wolfgang is working in Rockstar's core technology group as the lead graphics programmer. He is the editor of the ShaderX books, the author of several other books and loves to talk about graphics programming. He is also a MVP DirectX since July 2006 and active in several advisory boards in the industry.

More About the Author

Wolfgang is the CEO of Confetti, a think-tank for advanced real-time graphics for the game and movie industry. Previously he worked for more than four years in Rockstar's core technology group as the lead graphics programmer. He is the editor of the ShaderX and GPU Pro book series, the author of many articles and a regular speaker on computer graphics conferences world-wide. He is also a MVP DirectX since 2006, teaches at UCSD and active in several advisory boards throughout the industry.

Customer Reviews

Which means, the shaders will not compile without compatibility options enabled.
jsharbour
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.
Renaud Bédard
The author shows common problems arising during implementation of presented techniques and explains how to deal with them.
cYrus

Most Helpful Customer Reviews

6 of 7 people found the following review helpful By cYrus on September 18, 2004
Format: Paperback
The book starts with short introduction and pipeline overview giving an overall picture of how vertex and pixel shaders interact, and how data flows between them and the hardware. Next, it introduces DirectX High-Level Shading Language (HLSL) and Microsoft's Effect Files Framework. Then author starts teaching you how to implement basic lightning models (Lambert, Phong, Blinn-Phong) and advanced ones (Cook-Torrance, Oren-Nayar, Ward, Ashikhmin-Shirley). The book also covers more advanced topics (Environment Cube Mapping, Reflection and Refraction, Projective Texture Mapping, Shadow Mapping, Shadow Volumes, Geometry Images) and cutting-edge techniques like Displacement Mapping, High Dynamic Range Lighting or Parallax Mapping. The author shows common problems arising during implementation of presented techniques and explains how to deal with them. Each chapter comes with a few example programs which are as simple as possible. You will also learn from this book how to optimize your shaders for different shader models.

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.
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6 of 7 people found the following review helpful By ACyclic on September 8, 2004
Format: Paperback
I have recently completed an online course ([...]) organised by Wolfgang Engel, which included identical material to this book.

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?!
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5 of 6 people found the following review helpful By Robert Lewis on September 8, 2004
Format: Paperback
This is a book that gets straight to the point. It covers a wide variety of rendering topics relevant to vertex and pixel shader programming, all with clear example code. The topics are covered in enough detail for the reader to create their own great 3D effects. The introductory sections are well structured and serve as a valuable reference for HLSL and shader assembly. On top of all of this, the coverage of new shader models vs_3_0 and ps_3_0 is the best I've seen. Five stars!
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4 of 5 people found the following review helpful By Kurt B on March 18, 2007
Format: Paperback
Not everyone is ready to implement shaders, I think, and maybe some people do need to see the examples run. I don't. I have Tom Miller's Managed DirectX 9 book which features shading in chapter 11 and for a few chapers thereafter onward, but there isn't enough meat there to really learn shaders in and of themselves, and in order to really get what you want out of DirectX which changes every other month, you must use shaders (because shading language won't change except to expand, while the fixed functions of directX are changing constantly). Anyway, so I went for this book last night and am already making use of it. 1) I know what pixel/vertex shaders are going to do with respect to my program 2) I have already done fixed function programming for OpenGL and DirectX so 3), I'm ready just to focus on the questions you need to be focused on to use this book: "what IS specular highlighting? what IS bumpmapping?" and this book is perfect for that. You must understand the math bdhind it and you can't be lazy in implementing things like you can with fixed function DirectX.

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.

Excellent book.
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4 of 5 people found the following review helpful By Wong David on September 8, 2004
Format: Paperback
This book is a very good guide for programmers who want to learn shader programming.

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.
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4 of 5 people found the following review helpful By Renaud Bédard on January 16, 2006
Format: Paperback
I use this book as a day-to-day HLSL reference, it's so much quicker and more efficient than finding information online...

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.
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