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ShaderX2
61 Articles, Edited by Wolfgang Engel, 2003.
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Shader Introduction & Tutorial
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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 |
Shader Development using RenderMonkey |
Tips for Creating Shader-Friendly 3D Models |
Geometry Manipulation Tricks
Vertex Decompression using Vertex Shaders Part 2 |
Using lookup tables in vertex shaders |
Terrain Geomorphing in the Vertex Shader |
Cloth Animation with Pixel and Vertex Shader 3.0 |
Rendering Techniques
Rendering Objects as Thick Volumes |
Screen-aligned Particles with Minimal Vertex Buffer Locking |
Hemisphere Lighting With Radiosity Maps |
Fragment Level Phong Illumination |
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 |
Drops of Water - and Texture Sprites |
Efficient Evaluation of Irradiance Environment Maps |
Practical Precomputed Radiance Transfer |
Advanced Sky Dome Rendering |
Deferred Shading with Multiple Render Targets |
Meshuggah's Effects explained |
Motion Blur Using Geometry and Shading Distortion |
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Natalya Tatarchuk, Chris Brennan, John Isidoro, Alex Vlachos ShaderX2, 2003. |
Simulation of Iridescence and Translucency on Thin Surfaces |
Stereoscopic Rendering in Hardware using Shaders |
Hatching, Stroke Styles & Pointillism |
Linear Algebra on the GPU |
Software Shaders and Shader Programming Tips
Software Vertex Shader Processing |
x86 Shaders - ps_2_0 Shaders in Software |
SoftD3D - A software only implementation of Microsoft's Direct3D API |
Named Constants in Shader Development |
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 |
Real-Time Depth of Field Simulation |
Shadows
Reverse Extruded Shadow Volumes |
3D Engine and Tools Design
Post-Process Fun with Effects Buffers |
Shaders under Control (Codecreatures Engine) |
Shader Integration in the Gamebryo Graphics Engine |
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