Tuesday, November 16, 2010

Ebook Free ShaderX4: Advanced Rendering Techniques (Graphics Series)

Ebook Free ShaderX4: Advanced Rendering Techniques (Graphics Series)

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ShaderX4: Advanced Rendering Techniques (Graphics Series)

ShaderX4: Advanced Rendering Techniques (Graphics Series)


ShaderX4: Advanced Rendering Techniques (Graphics Series)


Ebook Free ShaderX4: Advanced Rendering Techniques (Graphics Series)

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ShaderX4: Advanced Rendering Techniques (Graphics Series)

About the Author

Wolfgang is working in Rockstar's core technology group as the lead graphics programmer. He is the editor of the ShaderX books, the author of several other books and loves to talk about graphics programming. He is also a MVP DirectX since July 2006 and active in several advisory boards in the industry.

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Product details

Series: Graphics Series

Hardcover: 575 pages

Publisher: Charles River Media; 1 edition (January 12, 2006)

Language: English

ISBN-10: 1584504250

ISBN-13: 978-1584504252

Product Dimensions:

7.8 x 1.5 x 9 inches

Shipping Weight: 2.7 pounds

Average Customer Review:

4.1 out of 5 stars

6 customer reviews

Amazon Best Sellers Rank:

#1,476,542 in Books (See Top 100 in Books)

Whilst the content is quite good it probably isn't on par with some other books by say Matt Pharr, books from ACM or Academic Press I think the biggest issue with the book is that the quality of the paper is a bit below par and all images are black and white.Normally black and white isn't a problem, but when the book is about graphics and there is a statement in the book like (e.g.) "...notice the unique HLSL effect on the blue ball compared to the green..." it makes it a bit difficult. Even a color plate section would have been nice.

Its hard for me to treat the books of this series separately (ShaderX 3, ShaderX 4, ShaderX 5). They are all very good books of GPU-Gems level or higher. In comparison with GPU Gems, they are more academic, i. e. they are rather short and more applicable to wide range of applications then GPU Gems ones (while GPU Gems series is more scientific, state of the art, considering one particular research) and the accompanying CD is much more better (lots of working examples, most with source code).Sections (Image-Space, Shadows) are also very helpful to figure out what is useful for you.This series is not for beginners anyway, so please, go Cg Tutorial or DX SDK Tutorial and don't put 2 or 3 marks for these books because you can't cope with them.

I was disappointed not to find any code - only demos of applications on a few of the chapters (e.g radiosity tool, gpu terrain). IMHO it is better to have fewer topics/chapters and better coverage of each topic, with source code etc. As M. Severino 's review correctly states 'Each article is a source of ideas ', so don't expect to learn how to implement all the techniques in the book.Some authors have included lots of code, others have included none.I vote against the "*gems-style" books, more attention to the educational side of these books is needed. Flashy programmers who want to show off please go elsewhere.

This is the fourth edition in this series of books on advanced graphics.This book is a collection of forty-three articles around the common theme of shading images in real time. Many of these effects have been common in the movie world for many years, but in that application the shading can be done on very expensive machines and the time it takes to produce an image is not important because the resulting image is to be shown on screen rather than immediately on a display. Now, with the increasing power in the PC's in widespread use, these techniques are being brought down to the standard desktop.In this book a wide selection of authors discuss the start of the art in shading. They are, for the most part, active professionally in the graphics display business. A number of them work for video card companies, a number work for gaming companies, or for companies producing software used in gaming. Many are involved with the computer science departments of universities around the world where the most advanced image programming is being researched.This approach provides for a fast time to print, rather than one author taking a year to write the book. In this industry a year is a lifetime, well, at least a generation in the software.

Wolfgang Engel edits SHADER X4: ADVANCED RENDERING TECHNIQUES, a toolbox of advanced graphics hardware and software techniques for any student of graphics programming. SHADER X4 especially lends to classroom use, with its articles covering everything from interlaced rendering and fog volume issues to real-time environment mapping and Shader subsystems. While the coverage can help novices, it's especially noted for advanced graphics programmers who will relish the equations, charts, and more technical discussions.

This book is the best than previous editions.Each article is a source of ideas for developing your engine or demo.If you want to know where the state of art is arrived, buy this book.

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