Real-time shader programming covering DirectX 9.0
Now 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 w...
Main Author: | |
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Format: | eBook |
Language: | Inglés |
Published: |
San Francisco :
Morgan Kaufmann Publishers
c2003.
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Edition: | 1st edition |
Series: | Morgan Kaufmann series in computer graphics and geometric modeling.
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Subjects: | |
See on Biblioteca Universitat Ramon Llull: | https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009627739106719 |
Table of Contents:
- Front Cover; Real-Time Shader Programming; Copyright Page; CONTENTS; Preface; CHAPTER 1. INTRODUCTION; RenderMan vs. Real Time; What You'll Learn from This Book; CHAPTER 2. PRELIMINARY MATH; Conventions and Notation; Vertices; Points; Vectors; Creating Normals out of Geometry; Mathematics of Color in Computer Graphics; CHAPTER 3. MATHEMATICS OF LIGHTING AND SHADING; Lights and Materials; Traditional 3D Hardware-Accelerated Lighting Models; Physically Based Illumination; Physically Based Surface Models; The Bidirectional Reflectance Distribution Function (BRDF)
- Nonphotorealistic Rendering (NPR)CHAPTER 4. INTRODUCTION TO SHADERS; Shaders and the Existing Graphics Pipeline; Vertex Shaders: Technical Overview; Pixel Shaders: Technical Overview; Vertex Shaders, Pixel Shaders, and the Fixed Function Pipeline; Vertex Shaders; Pixel Shaders; CHAPTER 5. SHADER SETUP IN DIRECTX; Selecting Your D3D Device; Checking for Shader Support; Vertex Elements; Creating a Vertex Shader Interface Declaration; Creating a Vertex Buffer; Vertex Data Streams; Creating Well-Formed Vertex Data; Creating and Using Pixel and Vertex Shaders; Assembling Vertex and Pixel Shaders
- Setting a ShaderSetting Shader Constants; Rendering; CHAPTER 6. SHADER TOOLS & RESOURCES; RenderMonkey; NVIDIA Effects Browser; NVIDIA Shader Debugger; Shader Studio; ColorSpace Tool; Resources; CHAPTER 7. SHADER BUFFET; Vertex Shaders; Vertex and Pixel Shaders; CHAPTER 8. SHADER REFERENCE; Shader Style and Comments; Shader Revision History by DirectX Version; PART I: Vertex Shader Reference; Quick Overview; Vertex Shader Revision History; Input Registers; Internal Temporary Registers; Output Registers; Vertex Shader Instructions; abs (macro); add; call; callnz; crs (macro); dcl; def; defi
- defbdp3; dp4; dst; else; endif; endloop; endrep; exp (macro); expp; frc (macro); if; label; lit; log (macro); logp; loop; lrp (macro); m3x2 (macro); m3x3 (macro); m3x4 (macro); m4x3 (macro); m4x4 (macro); mad; max; min; mov; mova; mul; nop; nrm (macro); pow (macro); rcp; rep; ret; rsq; sge; sgn (macro); sincos (macro); sit; sub; vs; destination mask/write mask; source swizzle; source absolute value; saturation instruction modifier; source negation; address registers; PART II: Pixel Shader Reference; Quick Overview; Instruction Order and Instruction Counts; Texture Addressing
- Texture Stage and Texture Sample StatesPixel Shader Math Precision in DirectX 8 Class Hardware; Pixel Shader Math Precision DirectX 9 Class Hardware; Pixel Shader Revision History; Output Registers; Input Registers; Temporary Registers; Output Registers-The Multi-Element Texture (MET) and the Multiple Render Target (MRT); abs (macro); add; bem; cmp; cnd; crs (macro); dcl; def; dp2add; dp3; dp4; exp; frc; log; lrp (macro 2.0); m3x2 (macro); m3x3 (macro); m3x4 (macro); m4x3 (macro); m4x4 (macro); mad; max (macro); min (macro); mov; mul; nop; nrm (macro); phase; pow (macro); ps; rcp; rsq
- sincos (macro)