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Real-Time Shader Programming (The Morgan Kaufmann Series in Computer Graphics)
Ebook Download Real-Time Shader Programming (The Morgan Kaufmann Series in Computer Graphics)
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Review
"If you are new to shaders, there is no better way to learn the topic than to have an expert guide you from beginning to end. Ron Fosner is that guide and his well-crafted book will help you to become a competent shader programmer." ―Dave Eberly, President, Magic Software, Inc., and author of 3D Game Engine Design."Real-Time Shader Programming by Ron Fosner has everything you need: well-written background sections, insightful comments, and lots of useful and well-explained code from which to build your own shaders." ―Franz Lanzinger, President, Actual Entertainment, Inc."Fosner'sReal-Time Shader Programming provides a timely and complete resource that will introduce newcomers to the excitement of writing their own custom shaders, but will also grow with them and remain an essential reference companion for even the seasoned shader developer." ―Martin Reddy, Graphics Software Engineer at "a Large Animation Studio in Northern California" and author of Level of Detail for Computer Graphics
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From the Back Cover
"If you are new to shaders, there is no better way to learn the topic than to have an expert guide you from beginning to end. Ron Fosner is that guide and his well-crafted book will help you to become a competent shader programmer."―Dave Eberly, President, Magic Software, Inc., and author of 3D Game Engine Design"Real-Time Shader Programming by Ron Fosner has everything you need: well-written background sections, insightful comments, and lots of useful and well-explained code from which to build your own shaders."―Franz Lanzinger, President, Actual Entertainment, Inc."Fosner's Real-Time Shader Programming provides a timely and complete resource that will introduce newcomers to the excitement of writing their own custom shaders, but will also grow with them and remain an essential reference companion for even the seasoned shader developer."―Martin Reddy, Graphics Software Engineer at "a Large Animation Studio in Northern California" and author of Level of Detail for Computer GraphicsNow 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 and reference for the game developer, graphics programmer, game artist, or visualization programmer, to create countless real-time 3D effects.FEATURES:*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 www.directx.com*Teaches the latest shader programming techniques for high-performance real-time 3D graphics
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Product details
Series: The Morgan Kaufmann Series in Computer Graphics
Paperback: 424 pages
Publisher: Morgan Kaufmann (January 14, 2003)
Language: English
ISBN-10: 1558608532
ISBN-13: 978-1558608535
Product Dimensions:
7.2 x 1 x 9 inches
Shipping Weight: 2.2 pounds
Average Customer Review:
3.2 out of 5 stars
6 customer reviews
Amazon Best Sellers Rank:
#4,244,474 in Books (See Top 100 in Books)
If you know very little about DirectX 8 or 9 shader programming this book is an excellent introduction. It is low level assembly only, no Cg or HLSL, but in my opinion you need to know the assembly programming to ensure the best performance of your shaders. The introductory material is good, covering basic things you should know, ambient, diffuse, specular, and Fresnel equations. The second section builds working shaders implementing these basic concepts. The third section is a shader assembler reference. IMO this book is well written and an easy read.
This book was designed to fill a gap caused by the paradigm shift of going from the fixed-function pipeline found in Direct3D and OpenGL to programming shaders. This book is not a collection of shaders. Instead it explains exactly how shaders work so you can go about creating your own. The first part of the book goes into detail of the mathematics of shading and lighting in an effort to illustrate how a shader can be written. The book does contain shaders, though these tend to be basic building blocks, not complete, focused shaders.For example, the author discusses the diffuse vs. specular vs. ambient vs. emissive lighting equations and shows how you can use variations of these particular equations to mix and match to get different effects. Creating shaders isn't a cut and paste operation - it's a creative artistic endeavor, and this book gives you the tools and the theoretical knowledge to understand how to create your own. It's not chock full of creative tricks, though there are a few useful ones. It's more an examination of the basic building blocks of shader writing.The book is focused at both the beginning 3D graphics programmer/artist and the advanced. There's a short section on introductory 3D math such as vertices, points, elementary 3D graphics math, followed by a lengthy chapter on the mathematics of lighting and shading. The book does a good job of explaining the difference between pixel and vertex shading.Next is a chapter devoted to setting-up Direct3D to use shaders including vertex streams. There's a short chapter on current shader resources that can be found on-line including a tool that the author wrote for the book that illustrates the different methods of handling color over-saturation.The chapter entitled "shader buffet" is a collection of various shader programs all included on the CD that illustrate the basics of shader writing and how to code various variations of a theme - Phong specular lighting vs. Blinn specular for example. The final chapter is the DirectX8/DirectX9 shader reference for low-level shader language. The high level language is not covered in this book. The book is full-color throughout, so when the book talks about an effect, it's followed immediately by an image representation.I gave the book three stars because although well-written, I thought that the mathematics was too elementary for someone who was already into computer graphics to the point that they were ready to tackle writing shaders. Also, I thought that the reference section for the low-level shading language took up space that could have been used for further instruction. However, the material on how to write your own shaders was unique information that is hard to find in the cut and paste books on shaders that are currently in print. Thus it is a worthwhile read, even if it is somewhat expensive for what you are ultimately getting.
In "Real-Time Shader Programming", Ron Fosner describes the essential elements necessary for developing shaders in a very approachable full color book that spans just over 400 pages. The book includes a CD with a beta version ATI's RenderMonkey and coded examples of many of the shaders discussed in the text.Shaders are a relatively new option in the rendering pipeline. By taking explicit control over how vertices and pixels are processed by the graphics hardware, a virtually unlimited number of special effects are available to the programmer. Generally, custom lighting, coloring, or texture mapping are used to create a unique look for an application.Beginning with elementary vector math, the book moves quickly into lighting theory. The lighting chapter highlights the mathematical approximation of physically based lighting using the traditional ambient, specular, diffuse, and emissive colors in a scene. Representations for reflection and refraction are derived from Snell's Law, and Fresnel equations. Finally, non-photo realistic rendering (from cel shading, tonal art maps, and hatching) is covered through pictures and a wealth of external references. The chapter makes for an enjoyable read by providing an understandable background to lighting techniques to non-seasoned graphics programmers.Fosner describes how to set up the DirectX pipeline to use shaders. While he touches on some of the nuances you're likely to encounter, the DirectX section seemed a bit sparse compared to the earlier chapters. The DirectX setup calls specific to shaders were well documented, however the chapter didn't dwell on creating the pipeline.In the subsequent chapter, Fosner discusses several current shader creation and visualization tools. The chapter is relatively short in length perhaps due in part to the volatility and newness of cutting edge shader tools. While high level shader tools, like Nvidia's Cg or Microsoft's High Level Shader Language were briefly mentioned, the book instead focused on the shader language primitives. As such, it provided a sound fundamental shader approach that is universal to all higher-level shader implementations.Having the groundwork firmly in place, Fosner provides a wealth of shader examples. Starting with the minimal vertex shader, additional functionality is layered to build more complex shaders. Sample shaders are developed using the lighting equations presented earlier. While it may take a little time to digest some of the more sophisticated examples, like the cartoon shader, the text provides adequate descriptive detail coupled with helpful color pictures to make it easier.The final chapter provides a vertex and pixel command reference. Each command describes the supported shader version, usage, and a short example. The book covers shader implementations for both DirectX 8.x and DirectX 9. Differences between the two versions are noted throughout the sample code and reference section. When appropriate, additional notes on specific DirectX versions are also provided. Fosner does a good job of providing references throughout the book for further information on a subject.While having familiarity with the rendering pipeline, I found this book very approachable and easy to understand despite not being a low-level graphics programmer. The writing and companion tools provided challenged me to explore the world of shaders and attempt to write some of my own. The tools were a great aid, since it alleviated me from having to write my own engine, and instead focus on the actual shader code. Writing in pseudo-assembly may not seem like fun, but it was - especially when you could experiment with one of the pre-coded routines Fosner supplied and view the results of a vertex or pixel shader routine through RenderMonkey instantly.Shaders will play an increasingly important role in game development as they allow immense visual flexibility with which to create a unique appearance. Fosner's book presents the introductory groundwork necessary for developing custom shaders. For programmers who are new to shaders or want to experiment with different rendering effects, this book is a great place to start.
I picked up some of the other book on shaders for DX and it turned out to be a cookie cutter book. There was little explanation on what the shaders were DOING - just source code. I found that frustrating. This book gois into much more explanation of what a shader does and how you program them, so its good for someone leaning how to program shaders. The other book and the new Cg book are more if youre looking for cut and paste. This book did not cover hlsl since hlsl wasnt finished when the book was, but, oddly enough, it does talk about using DX9 and about the DX9 low level language.If you already know shaders or just want source code then look at the other books. This could have had more examples. It did have a big section on the mathematics of light which I found interesting.
Although some of the content is interesting, if feels like it lacks organization and structure. In addition, half the book is a shader reference which seems to almost be ripped from the Microsoft DirectX documentation
The first half of this book was on basic computer graphics. The second half wasn't much more than a rewrite of Microsofts DirectX documentation. There were only a few pages of shader techniques that I found useful.
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