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ShaderX2: Shader Programming Tips and Tricks with DirectX 9.0 Paperback – October 25, 2003

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Product Details

  • Paperback: 400 pages
  • Publisher: Wordware Publishing, Inc. (October 25, 2003)
  • Language: English
  • ISBN-10: 1556229887
  • ISBN-13: 978-1556229886
  • Product Dimensions: 6.2 x 1.5 x 8.7 inches
  • Shipping Weight: 2.2 pounds
  • Average Customer Review: 4.0 out of 5 stars  See all reviews (2 customer reviews)
  • Amazon Best Sellers Rank: #437,640 in Books (See Top 100 in Books)

Editorial Reviews

About the Author

Wolfgang Engel is also the editor of ShaderX2: Introductions & Tutorials with DirectX 9 and the editor and a coauthor of Direct3D ShaderX: Vertex and Pixel Shader Tips and Tricks. He spoke at GDC 2003 and at Vision Days 2003 in Copenhagen, Denmark.

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7 of 7 people found the following review helpful By wiredweird HALL OF FAMETOP 1000 REVIEWER on July 22, 2004
Format: Paperback Verified Purchase
The main sets of Tips'n'Tricks are about what you might expect: planets, suns, iridescence, water, depth of field blur, and so on. There are a few unusual ones, as well - posterization, interesting filters, even ray-tracing and general purpose computation.

The disk was a bit disappointing. Almost all of the demos worked, and none of them were come-ons for anyone's products. That's the good news. There were far fewer demos than chapters in the book, though - some of the sections that interested me most did not have support on the CD. At very least, some of that CD space could have been used for a still-picture gallery to supplement the limited color section in the book. Oh, well.

If you're an absolutely dedicated graphics programmer, this may offer a few items of interest. As with other tips'n'tricks books, there is no real progression through the material - it's a grab bag, and you may or may not grab an item that meets your needs.

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By P. Roy on December 21, 2011
Format: Paperback Verified Purchase
An old, classic book that wouldn't have a place in modern computer graphics except for one thing: the emergence of mobile. Although these techniques are dated and somewhat archaic on PC and console systems, they're perfect for use on mobile GPUs as seen in popular iOS and Android based devices.
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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.

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