Programming Vertex, Geometry, and Pixel Shaders (Wolfgang Engel, et al.)

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Programming Vertex, Geometry, and Pixel Shaders (Wolfgang Engel, et al.)

This useful guide covers every advanced rendering technique vital to graphics programmers in the video game and film industries and will assist them in effectively implementing these techniques with DirectX 10.

This tutorial shows starting to intermediate graphics and game programmers how to write shaders in the High-Level Shading Language (HLSL), the main real-time shading language used in current game production, using a "cookbook" methodology.

This well-known book's second edition has been significantly revised and expanded with fresh content that focuses on using DirectX 10. The biggest advancements in graphics hardware, runtime, and API architecture in more than 15 years are now available with the release of DirectX 10.

Ebook Details

About the Authors
The lead graphics programmer at Rockstar, Wolfgang is employed in the core technology division. He loves to talk about graphics programming and is the editor of the ShaderX books as well as the author of several additional books. He has been a DirectX MVP since July 2006 and participates actively on a number of industry advisory boards.
Published Date / Year
2 edition (May 13, 2008); eBook (September 28, 2011)
448 pages
eBook Format
PDF (421 Pages, 6.1 MB)

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