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ShaderX2: Shader Programming Tips and Tricks with DirectX 9.0
 
 
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ShaderX2: Shader Programming Tips and Tricks with DirectX 9.0 [Illustrated] [Paperback]

Wolfgang F. Engel (Author)
4.0 out of 5 stars  See all reviews (2 customer reviews)


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Book Description

October 25, 2003
Topics include advanced implementation of image space techiques and non-photorealistic rendering in Microsoft's DirectX 9.0


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.

Product Details

  • Paperback: 400 pages
  • Publisher: Wordware Publishing, Inc. (October 25, 2003)
  • Language: English
  • ISBN-10: 1556229887
  • ISBN-13: 978-1556229886
  • Product Dimensions: 9 x 6 x 1.5 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: #1,620,181 in Books (See Top 100 in Books)

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7 of 7 people found the following review helpful:
3.0 out of 5 stars Interesting approaches, some good tips, July 22, 2004
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This review is from: ShaderX2: Shader Programming Tips and Tricks with DirectX 9.0 (Paperback)
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.

//wiredweird
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5.0 out of 5 stars A re-emerging classic, December 21, 2011
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This review is from: ShaderX2: Shader Programming Tips and Tricks with DirectX 9.0 (Paperback)
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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Inside This Book (learn more)
First Sentence:
In most cases I still use vertex shader version 1.1, as this is executed in hardware on the greatest number of machines. Read the first page
Key Phrases - Statistically Improbable Phrases (SIPs): (learn more)
shader system, specular bump mapping, radiosity map, current texel, specular power function, pixel shader, car paint shader, destination texture, displacement map data, occluder mesh, precomputed radiance transfer, vertex shader, render target texture, base texture map, extrusion algorithm, occluder geometry, irradiance environment maps, multiple render targets, second render pass, shadow volume extrusion, tex coords, downsampled image, stereoscopic rendering, cloth phase, shader format
Key Phrases - Capitalized Phrases (CAPs): (learn more)
Color Plate, Advanced Image Processing, Fragment-level Phong Illumination, Dense Matrix Algebra, Gamebryo Graphics Engine, Meshuggah's Effects Explained, Terrain Geomorphing, Wolfgang Engel, Hardware Using Shaders, Collision Shaders, Tom Forsyth, Non-Photorealistic Post-processing Filters, Wordware Publishing, Sum of Squares, Advanced Sky Dome Rendering, Software-only Implementation of Microsoft, Acknowledgments Thanks, Chris Brennan, Mosaic Effect Using Character Glyphs, Mucky Foot, Neighbor Dual Coord Set, Instruction Register, John Isidoro, Layered Car Paint Shader, Surface Bumping
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