Real-Time Shader Programming by Ron FosnerReal-Time Shader Programming by Ron Fosner

Real-Time Shader Programming

byRon Fosner, Ron Fosner

Other | January 10, 2003

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Now that PC users have entered the realm of programmable hardware, graphics programmers can create 3D images and animations comparable to those produced by RenderMan's procedural programs—-but in real time. Here is a book that will bring this cutting-edge technology to your computer. Beginning with the mathematical basics of vertex and pixel shaders, and building to detailed accounts of programmable shader operations, Real-Time Shader Programming provides the foundation and techniques necessary for replicating popular cinema-style 3D graphics as well as creating your own real-time procedural shaders. A compelling writing style, color illustrations throughout, and scores of online resources make Real-Time Shader Programming an indispensable tutorial/reference for the game developer, graphics programmer, game artist, or visualization programmer, to create countless real-time 3D effects.

* Contains a complete reference of the low-level shader language for both DirectX 8 and DirectX 9 * Provides an interactive shader demonstration tool (RenderMonkeyTM) for testing and experimenting * Maintains an updated version of the detailed shader reference section at * Teaches the latest shader programming techniques for high-performance real-time 3D graphics

A graphics programmer for nearly 20 years,Ron Fosnerwrote the bookOpenGL Programming for Windows 95 and Windows NT, published articles forMicrosoft Systems Journal,Dr. Dobb's,Game Developer Magazine,Gamasutra, andMicrosoft Developer NetworkCD's, and lectured at the Windows Developer and Game Developers conferences. He currently runs Di...
Title:Real-Time Shader ProgrammingFormat:OtherDimensions:424 pages, 1 × 1 × 1 inPublished:January 10, 2003Publisher:Elsevier ScienceLanguage:English

The following ISBNs are associated with this title:

ISBN - 10:0080515908

ISBN - 13:9780080515908


Table of Contents

Chapter 1: Introduction
Chapter 2: Preliminary Math
Chapter 3: Mathematics of Lighting and Shading Chapter 4: Introduction to Shaders
Chapter 5: Shader Set Up in DirectX
Chapter 6: Shader Tools and Resources
Chapter 7: Shader Buffet
Chapter 8: Shader Reference (Part I: Vertex Shader Reference and Part II: Pixel Shader Reference) References
About the Author
About the CD-ROM