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Book Contents Errata |
Tables of Content
ShaderX2 - Shader Introduction & Tutorial “Introduction to
the DirectX® 9 High Level Shading Language” "Introduction
to the vs_3_0 and ps_3_0 Shader Models” “Advanced lighting
and shading with Direct3D 9” “Introduction to
Different Fog Effects” “Shadow Mapping with
Direct3D 9” “The Theory of Stencil
Shadow Volumes” (features as IOTD on www.flipcode.com
; older version on www.gamedev.net) “Shader Development
using RenderMonkeyTM” “Tips for creating
shader-friendly 3D models”
ShaderX2 - Shader Tips & Tricks
Section 1 – Geometry Manipulation Tricks “Vertex Decompression
using Vertex Shaders Part 2” “Using lookup tables
in vertex shaders” “Terrain Geomorphing
in the Vertex Shader” (Complete article) “3D Planets on the
GPU“ (featured as IOTD on www.flipcode.com) “Cloth Animation
with Pixel and Vertex Shader 3.0” “Collision Shaders” “Displacement Mapping”
Section 2 – Rendering Techniques “Rendering Objects
as Thick Volumes” “Screen-aligned Particles
with Minimal VertexBuffer Locking” “Hemisphere Lighting
With Radiosity Maps” “Galaxy Textures”
(featured as IOTD on www.flipcode.com) “Turbulent Sun”
(featured as IOTD on www.flipcode.com)
“Fragment level Phong
illumination” (Complete article) “Specular Bump mapping
on pre-ps_1_4 Hardware” “Rendering Voxel
Objects with ps_3_0” “Simulating Blending
Operations on Floating Point Render Targets” “Rendering Volumes
in a Vertex & Pixel Program by Ray Tracing” “Normal Map Compression” “Drops of Water -
and Texture Sprites” (featured as IOTD on www.flipcode.com) “Advanced Water Effects” “Efficient Evaluation
of Irradiance Environment Maps” “Practical Precomputed
Radiance Transfer” “Advanced Sky Dome
Rendering” “Deferred Shading
with Multiple Render Targets” “Meshuggah’s Effects
explained” “Layered Car Paint
Shader” “Motion Blur Using
Geometry and Shading Distortion” “Simulation of Iridescence
and Translucency on Thin Surfaces” “Floating point cube
maps” “Stereoscopic rendering
in hardware using shaders” “Hatching, Stroke
Styles & Pointillism” “Layered Fog”
(featured as IOTD on www.flipcode.com) “Linear Algebra on
the GPU” (Complete article; also featured
at GPGPU)
Section 3 – Software Shaders and Shader Programming Tips “Software Vertex
Shader Processing” “x86 Shaders – ps_2_0
Shaders in Software” (featured as COTD on www.flipcode.com) “SoftD3D – A software
only implementation of Microsoft’s Direct3D API” “Named Constants
in Shader Development”
Section 4 – Image Space “Advanced Image Processing
with DirectX® 9 Pixel Shaders” “Night Vision – Frame
Buffer Post-Processing with ps_1_1 Hardware” “Non-Photorealistic
Postprocessing Filters in MotoGP 2” “Image Effects with
DirectX® 9 Pixel Shaders” “Using pixel shaders
to implement a mosaic effect using character glyphs” “Mandelbrot set rendering”
(Complete article)
“Real-Time Depth
of Field Simulation”
Section 5 – Shadows “Soft Shadows” “Robust ObjectID
Shadows” “Reverse extruded
shadow volumes” (featured as IOTD on www.flipcode.com)
Section 6 – 3D Engine and Tools Design “Post-Process Fun
with Effects Buffers” “Shader Abstraction” “Shaders under Control
(Codecreatures Engine)” “Shader Integration
in the Gamebryo Graphics Engine” “Vertex Shader Compiler” “Shader Disassembler” |
Logo: © 2001-2003 Javier Izquierdo, Lanzarote, Spain |