OpenGL(R) Shading Language (2nd Edition) ISBN:0321334892 Published: 25 January, 2006 Author: Randi J. Rost
OpenGL® Shading Language, Second Edition, extensively updated for OpenGL 2.0, is the experienced application programmer's guide to writing shaders. Part reference, part tutorial, this book thoroughly explains the shift from fixed-functionality graphics hardware to the new era of programmable graphics hardware and the additions to the OpenGL API that support this programmability. With OpenGL and shaders written in the OpenGL Shading Language, applications can perform better, achieving stunning graphics effects by using the capabilities of both the visual processing unit and the central processing unit.
Shaderx 3 (Shader X3 Series) ISBN:1584503572 Published: 15 November, 2004 Author: Wolfgang Engel
In the past few years, DirectX and graphics cards have rapidly improved, providing a more powerful and flexible rendering pipeline. With all of these advancements, vertex and pixel shaders are becoming widely used in high end graphics and game development. Learning how to program shaders, however, is still new and challenging to many programmers. Those who have been working with these tools have found innovative uses and methods, and many of these ideas are included in ShaderX3 Advanced Rendering with DirectX and OpenGL. This all new collection of articles, written by industry experts, provides an array of practical, ready-to-use shader tricks and techniques. By using these techniques, programmers will become more efficient and better prepared to overcome a variety of shader programming challenges.
Digital Character Design and Painting: The Photoshop CS Edition (Graphics Series) ISBN:1584503408 Published: August, 2004 Author: Don Seegmiller
Photoshop CS Edition, the brilliantly illustrated guide that blends two unique subjects: character design and painting. Written for artists interested in learning how to use Photoshop CS as a real painting tool, the book is divided into three primary sections. The first section deals with character design and provides strategies for developing worthwhile ideas. In the next section, artists will find fundamental artistic principles that are often overlooked in the digital world, and learn how to incorporate them into your efforts. And in the final section, users will work through practical tutorials that teach insightful techniques and tips for solving common visual problems that emerge when painting.
GPU Gems : Programming Techniques, Tips and Tricks for Real-Time Graphics ISBN:0321228324 Published: 22 March, 2004 Author: Randima Fernando
GPU Gems is a compilation of articles covering practical real-time graphics techniques arising from the research and practice of cutting edge developers. It focuses on the programmable graphics pipeline available in today's graphics processing units (GPUs) and highlights quick and dirty tricks used by leading developers, as well as fundamental, performance-conscious techniques for creating advanced visual effects. The contributors and editors, collectively, bring countless years of experience to enlighten and propel the reader into the fascinating world of programmable real-time graphics.
Directx 9 Audio Exposed: Interactive Audio Development ISBN:1556222882 Published: October, 2003 Author: Todd M. Fay
DirectX® 9 Audio Exposed: Interactive Audio Development features a look into the most advanced interactive music and audio development system in history. DirectX Audio, a suite of tools and technologies developed by Microsoft, provides software engineers and content creators the ability to create interactive, adaptive, and dynamic audio content for use in host applications and stand-alone playback.
Directx 9 User Interfaces: Design and Implementation ISBN:1556222491 Published: April, 2004 Author: Alan Thorn
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.
Simulating and Gerating Motions of Human Figures ISBN:3540203176 Published: February, 2004 Author: K. Yamane
This book focuses on two issues related to human figures: realtime dynamics computation and interactive motion generation. In spite of the growing interest in human figures as both physical robots and virtual characters, standard algorithms and tools for their kinematics and dynamics computation have not been investigated very much.
OpenGL(R) 1.4 Reference Manual (4th Edition) ISBN:032117383X Published: 12 March, 2004 Author: OpenGL Architecture Review Board
The OpenGL graphics system is a software interface to graphics hardware. (The GL stands for Graphics Library.) It allows you to create interactive programs that produce color images of moving three-dimensional objects. With OpenGL, you can control computer-graphics technology to produce realistic pictures or ones that depart from reality in imaginative ways. This guide explains how to program with the OpenGL graphics system to deliver the visual effect you want.
Managed DirectX 9 Kick Start : Graphics and Game Programming ISBN:0672325969 Published: October, 2003 Author: Tom Miller
Managed DirectX was released with the latest version of the core DirectX libraries in DirectX9. It enables developers using the new .NET languages (i.e. C#, VB.NET, etc.) to develop rich multimedia applications with DirectX. Unfortunately the Managed DirectX runtime was released without adequate documentation, and developers are having a hard time figuring out the best way to write managed applications. This book covers how to use the Managed DirectX objects, how they differ from the core DirectX libraries, and how to create these rich multimedia applications in C#. It also covers in depth graphics techniques and the new high-level shader language shipping with DirectX9.