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Shaderx 2, Shader Programming Tips and Tricks with DirectX
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Shaderx 2, Shader Programming Tips and Tricks with DirectX ,ShaderX
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ShaderX
2
: Shader
Programming Tips &
Tricks with DirectX 9
Edited by
Wolfgang F. Engel
Wordware Publishing, Inc.
Library of Congress Cataloging-in-Publication Data
ShaderX
2
: shader programming tips and tricks with DirectX 9 / edited by
Wolfgang F. Engel.
p. cm.
Includes bibliographical references and index.
ISBN 1-55622-988-7 (paperback, companion CD-ROM)
1. Computer games--Programming. 2. Three-dimensional display systems.
I. Title: ShaderX squared. II. Engel, Wolfgang F.
QA76.76.C672S48 2003
794.8'16693--dc22 2003018871
CIP
© 2004, Wordware Publishing, Inc.
All Rights Reserved
2320 Los Rios Boulevard
Plano, Texas 75074
No part of this book may be reproduced in any form or by any means
without permission in writing from Wordware Publishing, Inc.
Printed in the United States of America
ISBN 1-55622-988-7
10987654321
0308
Crystal Reports is a registered trademark of Crystal Decisions, Inc. in the United States and/or other countries.
Names of Crystal Decisions products referencedherein are trademarks or registeredtrademarksofCrystalDecisionsorits
Screen shots used in this book remain the property of their respective companies.
All brand names and product names mentioned in this book are trademarks or service marks of their respective companies.
Any omission or misuse (of any kind) of service marks or trademarks should not be regarded as intent to infringe on the
property of others. The publisher recognizes and respects all marks used by companies, manufacturers, and developers as a
means to distinguish their products.
This book is sold as is, without warranty of any kind, either express or implied, respecting the contents of this book and any
disks or programs that may accompany it, including but not limited to implied warranties for the book’s quality, performance,
merchantability, or fitness for any particular purpose. Neither Wordware Publishing, Inc. nor its dealers or distributors shall be
liable to the purchaser or any other person or entity with respect to any liability, loss, or damage caused or alleged to have been
caused directly or indirectly by this book.
All inquiries for volume purchases of this book should be addressed to Wordware
Publishing, Inc., at the above address. Telephone inquiries may be made by calling:
(972) 423-0090
Contents
Preface vii
About the Authors ix
Introduction xix
Section I—Geometry Manipulation Tricks 1
Using Vertex Shaders for Geometry Compression 3
Dean Calver
Using Lookup Tables in V ertex Shaders 13
Carsten Wenzel
Terrain Geomorphing in the V ertex Shader 18
Daniel Wagner
3D Planets on the GPU 33
Jesse Laeuchli
Cloth Animation with Pix el and Verte x Shader 3.0 40
Kristof Beets
Collision Shaders 58
Takashi Imagire
Displacement Mapping 73
Tom Forsyth
Section II — Rendering Techniques 87
Rendering Objects as Thick V olumes 89
Greg James
Screen-aligned Particles with Minimal V ertexBuffer Locking 107
O’dell Hicks
Hemisphere Lighting with Radiosity Maps 113
Shawn Hargreaves
iii
Galaxy Textures 123
Jesse Laeuchli
Turbulent Sun 127
Jesse Laeuchli
Fragment -level Phong Illumination 131
Emil Persson
Specular Bump Mapping on Pre-ps_1_4 Hardware 149
Matthew Halpin
Vox el R endering with PS_3_0 161
Aaron Burton
Simulating Blending Operations on Floating-point Render Targets 172
Francesco Carucci
Rendering V olumes in a Verte x & Pix el P rogram by Ray Tracing 177
Eli Z. Gottlieb
Normal Map Compression 185
Jakub Klarowicz
Drops of W ater and Texture Sprites 190
Sylvain Lefebvre
Advanced Water Effects 207
Kurt Pelzer
Efficient Evaluation of Irradiance Environment Maps 226
Peter-Pike J. Sloan
Practical Precomputed Radiance T ransfer 232
Peter-Pike J. Sloan
Advanced Sky Dome Rendering 240
Marco Spoerl and Kurt Pelzer
Deferred Shading with Multiple Render Targets 251
Nicolas Thibieroz
Meshuggah ’s Effects Explained 270
Carsten Wenzel
Layered Car Paint Shader 293
John Isidoro, Chris Oat, and Natalya Tatarchuk
Motion Blur Using Geometry and Shading Distortion 299
Natalya Tatarchuk, Chris Brennan, Alex Vlachos, and John Isidoro
Contents
iv
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资源评论
- robinbomb2012-10-29虽然是英文版的,但很全面,支持一个。
- gamedev_wg2012-09-26英文版,好
- john__2011-10-09哎,貌似都英文的,看起挺费力
- 卖萌不杀2013-07-11不太好,建议不要看了。里面太多asm代码了,不适合目前的游戏开发者看。
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