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ShaderX2: Shader Programming Tips and Tricks with DirectX 9.0

4.1 4.1 out of 5 stars 3 ratings

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

  • Publisher ‏ : ‎ Wordware Publishing, Inc. (October 25, 2003)
  • Language ‏ : ‎ English
  • Paperback ‏ : ‎ 400 pages
  • ISBN-10 ‏ : ‎ 1556229887
  • ISBN-13 ‏ : ‎ 978-1556229886
  • Item Weight ‏ : ‎ 2.25 pounds
  • Dimensions ‏ : ‎ 6.18 x 1.52 x 8.72 inches
  • Customer Reviews:
    4.1 4.1 out of 5 stars 3 ratings

About the author

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Wolfgang F. Engel
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Wolfgang is the CTO of The Forge Interactive. The Forge Interactive is a think-tank for advanced real-time graphics research and a service provider for the video game and movie industry. We worked in the last nearly 13 years on many AAA IPs like Tomb Raider, Battlefield 4, Murdered Soul Suspect, Star Citizen, Dirt 4, Vainglory, Transistor, Call of Duty Black Ops 3, Battlefield 1, Mafia 3, Call of Duty Warzone, Supergiant's Hades and others. Wolfgang is the founder and editor of the ShaderX and GPU Pro books series, a Microsoft MVP, the author of several books and articles on real-time rendering and a regular contributor to websites and the GDC. One of the books he edited -ShaderX4- won the Game developer Front line award in 2006. He is in the advisory boards of several companies. He is an active contributor to several future standards that drive the Game Industry. You can find him on twitter at

wolfgangengel

Customer reviews

4.1 out of 5 stars
3 global ratings

Top reviews from the United States

Reviewed in the United States on April 7, 2015
great book
Reviewed in the United States on December 21, 2011
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.
Reviewed in the United States on July 22, 2004
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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