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ShaderX2: Introductions and Tutorials with DirectX 9.0-[2003]-[djvu]-[Wolfgang F. Engel]

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    发表于 2017-11-20 18:23:26 | 显示全部楼层 |阅读模式
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    书籍信息:
    标题: ShaderX2: Introductions and Tutorials with DirectX 9.0
    语言: English
    格式: djvu
    大小: 4.7M
    页数: 393
    年份: 2003
    作者: Wolfgang F. Engel
    出版社: Wordware Publishing, Inc.

    简介

    ShaderX2 is broken in to two volumes, with this volume intended as an introduction to shader related topics to prepare the reader for the other volume, or for other shader books. It fills that role fairly well, though it does have a few shortcomings that keep it from being a great book.

    The book starts off with an extensive, well-written introduction to HLSL that most beginners to the language will find quite helpful. This is followed by a handy introduction to Shader Model 3.0, which explains the changes that have been made since 2.0, and the practical applications of these changes and additions.

    The next several chapters are devoted to implementing "foundational" techniques using shaders. The first covers several lighting and shading techniques, providing sample shader implementations in HLSL and assembly. Most of the shaders come in multiple versions for the various shader models, which is useful for supporting these techniques on a wide range of platforms, as well as in understanding the capability differences between each model.

    The next chapter covers five different fog effects using HLSL shaders. Then there are two chapters on shadows, one on shadow mapping and the other on shadow volumes. The latter weighs in at over 80 pages, providing in-depth coverage of the theory behind the technique.

    Next up is a tutorial for using the shader development environment RenderMonkey. The usefulness of this chapter is marred by the fact that the current version of RenderMonkey has undergone some interface changes such that the text is now out of synch with the tool, making it a bit more difficult to follow along. Still, if you can work through this, the chapter will help you quickly get up and running with RenderMonkey.

    The last chapter of the book is about creating shader-friendly models. This chapter seems out of place since it's written more for artists than programmers (who are clearly the audience for the rest of the book), and the chapter is too brief and vague to be of much value.

    If you're new to shaders and HLSL, you'll likely find this book useful, though it's a little expensive for a small book (I imagine the color plates contribute to this). If the shadow and fog chapters had been moved to the other ShaderX2 book, and the final chapter had been dropped, I think that they could have reduced the price considerably and made the book more focused, turning it into a great value. As it is, though, it's still a good book that many people will benefit from.


    目录
    Team DDU......Page 1
    Articles......Page 6
    Contents......Page 8
    Preface......Page 14
    About the Authors......Page 18
    Introduction......Page 22
    Introduction             ......Page 24
    A Simple Example           ......Page 25
    Assembly Language and Compile Targets  ......Page 27
    Compilation Failure          ......Page 29
    The Command-line Compiler - fxc      ......Page 30
    Keywords             ......Page 31
    Data Types            ......Page 32
    Type Modifiers           ......Page 35
    Storage Class Modifiers         ......Page 36
    Working with Vectors      ......Page 37
    Type Casting        ......Page 38
    Samplers            ......Page 40
    Intrinsics             ......Page 42
    Math Intrinsics           ......Page 43
    Texture Sampling Intrinsics        ......Page 46
    Uniform Input           ......Page 48
    Varying Input           ......Page 50
    Shader Outputs        ......Page 52
    An Example Shader       ......Page 54
    Optimization            ......Page 62
    Matrix Data Type Usage         ......Page 63
    Integer Data Type Usage         ......Page 64
    Flow Control and Performance       ......Page 65
    Importance of Input Type Declarations     ......Page 67
    Precision Issues (logp, expp, lit)       ......Page 68
    Using the ps_1_x Compile Targets      ......Page 69
    Integration into an Engine Using D3DX Effects ......Page 74
    Effect Files            ......Page 75
    The Effect API           ......Page 80
    Integration into an Engine without Using D3DX Effects  ......Page 81
    The Constant Table          ......Page 82
    Acknowledgments           ......Page 84
    Introduction            ......Page 86
    Flexible Input and Output Declarations     ......Page 87
    Predication            ......Page 88
    Static and Dynamic Flow Control       ......Page 89
    Arbitrary Swizzle           ......Page 92
    Destination Write Masks on Texture Instructions   ......Page 93
    Registers         ......Page 94
    Texture Sampling       ......Page 96
    Vertex Stream Frequency         ......Page 99
    Registers         ......Page 101
    Instructions            ......Page 103
    References             ......Page 105
    Introduction            ......Page 106
    Phong's Lighting Equation        ......Page 107
    Vertex and Pixel Shaders 2.0        ......Page 108
    Vertex and Pixel Shaders 3.0        ......Page 120
    Per-pixel Environment Bump Mapping with Fresnel Term ......Page 131
    Mathematical Background        ......Page 132
    Vertex Shader        ......Page 135
    Pixel Shader 1.4          ......Page 138
    Pixel Shader 2.0          ......Page 140
    HLSL Version           ......Page 142
    Spherical Coordinates         ......Page 145
    Roughness of a Surface     ......Page 146
    Masking and Shadowing        ......Page 147
    The Oren-Nayar Model         ......Page 148
    Shaders            ......Page 150
    HLSL Version           ......Page 154
    Cook-Torrance Model          ......Page 157
    Shaders 2.0           ......Page 159
    Shaders 1.4           ......Page 163
    HLSL Version           ......Page 166
    Quality Comparison         ......Page 170
    Conclusion            ......Page 171
    References            ......Page 172
    Introduction         ......Page 174
    The Theory behind Fog Calculations      ......Page 175
    Fog Equation           ......Page 177
    Implementation       ......Page 178
    Technique Two: Exponential Fog       ......Page 180
    Fog Equation           ......Page 181
    Implementation       ......Page 182
    Technique Three: Exponential Squared Fog ......Page 185
    Fog Equation           ......Page 186
    Implementation       ......Page 187
    Technique Four: Layered Fog        ......Page 189
    Theory and Equations      ......Page 190
    Implementation       ......Page 191
    Technique Five: Animated Fog        ......Page 197
    Theory and Equations      ......Page 198
    Implementation       ......Page 199
    Conclusion            ......Page 201
    References            ......Page 202
    Introduction         ......Page 204
    Shadow Algorithm       ......Page 205
    Depth Bias Problem          ......Page 206
    Shadow Map Filtering          ......Page 208
    Shaders for Shadow Map Creation   ......Page 210
    Shaders for Final Rendering        ......Page 211
    Conclusion            ......Page 217
    References            ......Page 218
    Introduction         ......Page 220
    Shadow Volume Concept         ......Page 222
    Depth-pass (z-pass)      ......Page 224
    Depth-fail (z-fail)          ......Page 228
    Finite Shadow Cover         ......Page 232
    Ghost Shadow           ......Page 233
    View Frustum Clipping         ......Page 235
    How It Is Done           ......Page 243
    Silhouette Determination        ......Page 244
    Forming the Shadow Volume       ......Page 248
    Shadow Volume Capping     ......Page 254
    Depth-pass Stenciling Operations (DepthPassCPU) ......Page 256
    Depth-fail Stenciling Operations (DepthFailCPU) ......Page 261
    Rendering Shadow Volume Capping     ......Page 264
    Implementation on GPU (Shaders)   ......Page 266
    How It Is Done           ......Page 267
    Preprocessing of Data         ......Page 268
    Forming Shadow Volume in Shaders     ......Page 272
    Vertex Shader Implementation (FiniteGPU) ......Page 273
    Vertex Shader Implementation (InfiniteGPU)    ......Page 279
    Better with Shaders?         ......Page 283
    DirectX 9 HLSL Samples         ......Page 285
    Use Less for More          ......Page 290
    Cheat Whenever You Can        ......Page 292
    Fighting the Invisible         ......Page 293
    Scene Management Inside and Out      ......Page 294
    The End          ......Page 298
    References            ......Page 299
    Introduction         ......Page 302
    Overview of the IDE          ......Page 304
    Creation of Basic Illumination Effect      ......Page 305
    Run-Time Database Overview        ......Page 306
    Workspace View          ......Page 308
    Variable Creation and Management     ......Page 309
    Predefined RenderMonkey Variables  ......Page 311
    Stream Mapping Module        ......Page 313
    Model Management         ......Page 316
    Managing Effects          ......Page 317
    Pixel and Vertex Shaders      ......Page 318
    Editing Shaders       ......Page 319
    Vertex Shader Setup and Editing   ......Page 321
    Shader Assembly or Compilation Errors     ......Page 325
    Editing Assembly          ......Page 326
    Pixel Shader Setup and Editing       ......Page 329
    Preview Window          ......Page 331
    Editing Variables          ......Page 333
    Render State Block Management    ......Page 337
    Texturing in RenderMonkey        ......Page 340
    Texture Objects           ......Page 341
    Using Textures with HLSL Shaders      ......Page 345
    Render Passes           ......Page 347
    Renderable Texture Support        ......Page 348
    Editing a Renderable Texture     ......Page 354
    Artist Editor        ......Page 355
    Editing Variables in the Artist Editor Module    ......Page 357
    Summary             ......Page 360
    Tips for Creating Shader-Friendly 3D Models......Page 362
    Generating Suitable Texture Coordinates  ......Page 363
    The Influence of "Vertex Weight"    ......Page 364
    Problems with Non-Convex Surfaces   ......Page 366
    Conclusion            ......Page 368
    Index......Page 378

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