Search Images Maps Play YouTube News Gmail Drive More »
My library | Help | Advanced Book Search | Web History | Sign in

Books

Shaders for Game Programming and Artists

Front Cover
2 Reviews
Thomson/Course Technology, 2004 - Computers - 483 pages
"Shaders for Game Programmers and Artists"the title says it all. This book does something that other shader books dont. It focuses solely on shaders and their creation. Youll use ATIs RenderMonkey platform, giving you an easy-to-use framework for shader development and allowing you to focus your energy on shader development rather than the development of framework applications. Cover simple techniques, from the basics of color filters to more advanced topics, such as depth of field, heat shimmer, and high-dynamic range rendering. Extensive exercises at the end of each chapter allow you to test your skills by expanding upon the shader youve just developed. Whether you are an engineer or a technically minded artist, youve finally found the ideal guide for mastering shaders!

What people are saying - Write a review

We haven't found any reviews in the usual places.

Related books

Other editions - View all

References to this book

References from web pages

Sebastien St-Laurent's (AKA Sebby) weblog : Press-Release : Learn ...
Press-Release : Learn Real-Time Computer Graphics the Easy Way With “Shaders for Game Programmers and Artists” by Sebastien St-Laurent. ...
blogs.msdn.com/ sebby1234/ archive/ 2004/ 09/ 21/ 232403.aspx

Call for Artists: The 31st International Conference on Computer ...
“Shaders for Game Programmers and Artists”, a first of its kind, is now available in online and stores worldwide. Many of the most anticipated games such as ...
www.stargeek.com/ item/ 32120.html

devmaster.net - Game Development News
"Shaders for Game Programmers and Artists" Excerpts Posted. Posted by: Sebastien St-Laurent at 12:30:11 pm. courseptr has posted a sample chapter of ...
www.devmaster.net/ news/ index.php?month=10& year=2004

Shaders for Game Programmers and Artists (Premier Press Game ...
Shaders for Game Programmers and Artists (Premier Press Game Development (Paperback)). Shaders for Game Programmers and Artists (Premier Press Game ...
portal.acm.org/ citation.cfm?id=1205793

Shaders for Game Programmers and Artists with CDROM - Boek ...
Bekijk en vergelijk informatie, beoordelingen, vragen & antwoorden en de beste winkels voor 'Shaders for Game Programmers and Artists with CDROM' op ...
boeken_engels.beslist.nl/ boeken_engels/ d0001087331/ Shaders_for_Game_Programmers_and_Artists_with_CDROM.html

Software Design
19.23, Shaders for Game Programmers and Artists (Premier Press Game Development) ~ Sebastien St-Laurent Course Technology PTR Sebastien St-Laurent ...
www.mycompbookbee.com/ cat900908.html

Horosho.com | Хорошо.com - Русские фильмы, музыка, книги, сувениры ...
Shaders for Game Programmers and Artists (Premier Press Game Development), Shaders for Game Programmers and Artists (Premier Press Game Development) ...
www.horosho.com/ areview.da?id=1592000924

Shaders for Game Programmers and Artists. » Infanata - Лучшие ...
Тема книги — шейдеры. Описано множество техник, охватывающих широкий диапазон от фильтрации изображений до сложных...
www.infanata.org/ index.php?newsid=1146081323

PC & Video Games
14.02, Shaders for Game Programmers and Artists (Premier Press Game Development) ( ~ Sebastien St-Laurent Course Technology Sebastien S.. ...
www.mybooksbee.co.uk/ cat100514.html

Buch erklärt Shader-Programmierung für Spieleentwickler - Golem.de
Mit dem neuen und bisher nur in Englisch erhältlichen Buch "Shaders for Game Programmers and Artists" sollen Spieleentwickler und Grafiker in die ...
www.golem.de/ 0408/ 32770.html

About the author (2004)

Sebastien St-Laurent holds a degree in Computer Engineering from Sherbrooke University in QuA(c)bec (Canada) where he graduated at top of his class in 1999. Since then, he has been working for Z-Axis, LTD (an Activision Studio) and has worked on many video game titles including: Space Invaders (PC), Dave Mira Freestyle BMX (Playstation and PC), Dave Mira Freestyle BMX2 (Xbox), Aggressive Inline (Xbox) and BMX XXX (Xbox). Sebastien is currently the Xbox lead engineer for the company with tasks ranging from 3D engine development to shader and special effect creation. His recent work has been aimed at R&D work for an upcoming title targeted at next-generation consoles (Xbox 2 and Playstation 3) focusing his research extensively on shader development for a technical demonstration.

Bibliographic information