Learn Vertex and Pixel Shader Programming with DirectX 9

Learn Vertex and Pixel Shader Programming with DirectX 9 PDF

Author: James C. Leiterman

Publisher: Wordware Publishing, Inc.

Published: 2004

Total Pages: 304

ISBN-13: 1556222874

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Because graphics systems for video games and game console hardware have become more complex, graphics applications must also advance. This is where programmable vertex and pixel shaders come in. This book shows how to write assembly language for programming the vertex shader and pixel shader hardware using DirectX 9 and covers the fundamentals of programming vectors using SIMD methodology in conjunction with the Direct3D 9 application interfaces. Features: Find out about the valid vertex shader and pixel shader instruction sets; Learn how branching and branchless code can be used for flow control; Understand the vertex shader instructions that support matrices; Discover how to use quaternions to accurately represent rotating objects; Use texturing with both vertex and pixel shaders, including bump mapping.

Introduction to 3D Game Programming with DirectX 9.0c

Introduction to 3D Game Programming with DirectX 9.0c PDF

Author: Frank Luna

Publisher: Jones & Bartlett Publishers

Published: 2006-06-07

Total Pages: 724

ISBN-13: 1449623905

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Introduction to 3D Game Programming with DirectX 9.0c: A Shader Approach presents an introduction to programming interactive computer graphics, with an emphasis on game development, using real-time shaders with DirectX 9.0. The book is divided into three parts that explain basic mathematical and 3D concepts, show how to describe 3D worlds and implement fundamental 3D rendering techniques, and demonstrate the application of Direct3D to create a variety of special effects. With this book understand basic mathematical tools used in video game creation such as vectors, matrices, and transformations; discover how to describe and draw interactive 3D scenes using Direct3D and the D3DX library; learn how to implement lighting, texture mapping, alpha blending, and stenciling using shaders and the high-level shading language (HLSL); explore a variety of techniques for creating special effects, including vertex blending, character animation, terrain rendering, multi-texturing, particle systems, reflections, shadows, and normal mapping;f ind out how to work with meshes, load and render .X files, program terrain/camera collision detection, and implement 3D object picking; review key ideas, gain programming experience, and explore new topics with the end-of-chapter exercises.

Programming Vertex and Pixel Shaders

Programming Vertex and Pixel Shaders PDF

Author: Wolfgang F. Engel

Publisher: Delmar Thomson Learning

Published: 2004

Total Pages: 413

ISBN-13: 9781584503491

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A definitive guide to shader programming teaches techniques like shadow mapping, displacement mapping, and high-dynamic lighting, which allows game programmers to create unique games and graphics. Original. (Advanced)

Direct3d ShaderX

Direct3d ShaderX PDF

Author: Wolfgang F. Engel

Publisher: Wolfgang Engel

Published: 2002

Total Pages: 526

ISBN-13: 9781556220418

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Focusing on Direct3D 8.x, this book shows a wide array of specialized vertex and pixel shader programming tricks from industry experts.

DirectX 9 User Interfaces

DirectX 9 User Interfaces PDF

Author: Alan Thorn

Publisher: Wordware Publishing, Inc.

Published: 2004

Total Pages: 376

ISBN-13: 1556222491

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Companion CD included with Paint Shop Pro 8 evaluation edition!Interfaces strongly affect how an application or game is received by a user, no matter which cutting-edge features it may boast. This unique book presents a comprehensive solution for creating good interfaces using the latest version of DirectX. This involves building an interface library from the ground up. Divided into three sections, the book discusses the foundations of interface design, the construction of a feature-rich interface library, and the creation of a fully functional media player in DirectShow.

Advanced Lighting and Materials with Shaders

Advanced Lighting and Materials with Shaders PDF

Author: Kelly Dempski

Publisher: Wordware Publishing, Inc.

Published: 2005

Total Pages: 360

ISBN-13: 1556222920

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The world around us is filled with subtle lighting effects, but until recently it was not possible to duplicate these real-world effects in computer games because of the limits of consumer graphics hardware. Advanced Lighting and Materials with Shaders explains the principles of lighting theory and discusses how to create realistic lighting that takes full advantage of the capabilities of modern hardware. Topics include the physics of light, raytracing and related techniques, objects and materials, lighting and reflectance models, implementing lights in shaders, spherical harmonic lighting, spherical harmonics in DirectX, and real-time radiosity.Upon reading this text, you will understand the underlying physics of light and energy; learn about the visual features of different materials and how they can be modeled for real-time graphics; find out about the different lighting models; discover how real-time techniques compare to ray tracing; learn to use the provided shader implementations to implement lights and realistic materials in real time.Accompanying CD-ROM includes all the code in the book with resources (models, textures, probes, etc.) needed to run the programs, along with the SDKs and libraries needed to build the programs and luminance Radiosity Studio, an advanced radiosity program.

Official Butterfly.net Game Developer's Guide

Official Butterfly.net Game Developer's Guide PDF

Author: Andrew Mulholland

Publisher: Wordware Publishing, Inc.

Published: 2004-09

Total Pages: 420

ISBN-13: 1556220448

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This book details how the unique Butterfly Grid can be implemented in existing and new game projects to minimise the complexity of network programming, allowing the game developer to concentrate on game design and programming. It also highlights the unique Butterfly grid technologies from the basics to more advanced features such as server-scripted game logic using Python and how player syncronisation works using the Dead Reckoning process. CD-ROM included.

Introduction To 3D Game Programming With Directx 9.0

Introduction To 3D Game Programming With Directx 9.0 PDF

Author: Frank Luna

Publisher: Jones & Bartlett Learning

Published: 2003

Total Pages: 0

ISBN-13: 9781556229138

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Introduction to 3D Game Programming with DirectX 9.0 provides an introduction to programming interactive 3D computer graphics using DirectX 9.0, with an emphasis on game development. The book begins with an explanation of mathematical tools and moves on to general 3D concepts. Other topics include performing basic operations in Direct3D such as primitive drawing, lighting, texturing, alpha blending, and stenciling, and using Direct3D to implement techniques that could be required in a game. Chapters on vertex and pixel shaders, including the effects framework and the new High-Level Shading Language, wrap up the discussion. Understand basic mathematical and 3D concepts; learn how to describe and draw interactive 3D scenes using the Direct3D 9.0 API; use Direct3D and the D3DX utility library to implement a variety of techniques and applications, such as transparency, shadows, reflections, fonts, meshes, using XFiles, progressive meshes, terrain rendering, particle systems, picking, cartoon rendering, and multitexturing; find out how to write vertex and pixel shader programs with the High-Level Shading Language; discover how to write and use effect files with the Direct3D effects framework.

Making a Game Demo

Making a Game Demo PDF

Author: Chad Gregory Walker

Publisher: Wordware Publishing, Inc.

Published: 2005

Total Pages: 422

ISBN-13: 1556220480

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Making a Game Demo: From Concept to Demo Gold provides a detailed and comprehensive guide to getting started in the computer game industry. Written by professional game designers and developers, this book combines the fields of design, art, scripting, and programming in one book to help you take your first steps toward creating a game demo. Discover how the use of documentation can help you organize the game design process; understand how to model and animate a variety of objects, including human characters; explore the basics of scripting with Lua; learn about texturing, vertex lighting, light mapping, motion capture, and collision checking. The companion CD contains all the code and other files needed for the tutorials, the Ka3D game engine, the Zax demo, all the images in the book, demo software, and more!