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عنوان
Practical shader development :

پدید آورنده
Kyle Halladay.

موضوع
Computer games-- Programming.,Three-dimensional display systems.,Computer games-- Programming.,GAMES-- Board.,Three-dimensional display systems.

رده
QA76
.
76
.
C672

کتابخانه
Center and Library of Islamic Studies in European Languages

محل استقرار
استان: Qom ـ شهر: Qom

Center and Library of Islamic Studies in European Languages

تماس با کتابخانه : 32910706-025

INTERNATIONAL STANDARD BOOK NUMBER

(Number (ISBN
1484244575
(Number (ISBN
9781484244579
Erroneous ISBN
9781484244562

TITLE AND STATEMENT OF RESPONSIBILITY

Title Proper
Practical shader development :
General Material Designation
[Book]
Other Title Information
vertex and fragment shaders for game developers /
First Statement of Responsibility
Kyle Halladay.

.PUBLICATION, DISTRIBUTION, ETC

Place of Publication, Distribution, etc.
New York :
Name of Publisher, Distributor, etc.
Apress,
Date of Publication, Distribution, etc.
[2019]
Date of Publication, Distribution, etc.
©2019

PHYSICAL DESCRIPTION

Specific Material Designation and Extent of Item
1 online resource

GENERAL NOTES

Text of Note
Includes index.

CONTENTS NOTE

Text of Note
1. Hello, Game Graphics -- 2. Your First Shaders -- 3. Using Textures -- 4. Translucency and Depth -- 5. Making Things Move -- 6. Cameras and Coordinates -- 7. Your First 3D Project -- 8. Diffuse Lighting -- 9. Your First Lighting Model -- 10. Normal Mapping -- 11. Cubemaps and Skyboxes -- 12. Lighting In Depth -- 13. Profiling Shaders -- 14. Optimizing Shaders -- 15. Precision -- 16. Writing Shaders in Unity -- 17. Writing Shaders in UE4 -- 18. Writing Shaders in Godot -- 19. Appendix A. Important Code Snippets.
0

SUMMARY OR ABSTRACT

Text of Note
It's time to stop thinking that shaders are magical. You can use shaders to turn data into stunning visual effects, and get your hands dirty by building your own shader with this step-by-step introduction to shader development for game and graphics developers. Learn how to make shaders that move, tint, light up, and look awesome, all without cracking open a math textbook. Practical Shader Development teaches the theory behind how shaders work. The book also shows you how to apply that theory to create eye-popping visual effects. You'll learn to profile and optimize those effects to make sure your projects keep running quickly with all their new visuals. You'll learn good theory, good practices, and without getting bogged down in the math. Author Kyle Halladay explains the fundamentals of shader development through simple examples and hands-on experiments. He teaches you how to find performance issues in shaders you are using and then how to fix them. Kyle explains (and contrasts) how to use the knowledge learned from this book in three of the most popular game engines today. What You'll Learn Understand what shaders are and how they work Get up to speed on the nuts and bolts of writing vertex and fragment shaders Utilize color blending and know how blend equations work Know the coordinate spaces used when rendering real-time computer graphics Use simple math to animate characters, simulate lights, and create a wide variety of visual effects Find and fix performance problems in shaders See how three popular game engines (Unity, UE4, Godot) handle shaders Who This Book Is For Programmers who are interested in writing their own shaders but do not know where to start, anyone who has ever seen shader code on a forum and wished they knew how to modify it just a little bit to fit into their own projects, and game developers who are tired of using the default shaders found in the game engines they are using. The book is especially useful for those who have been put off by existing shader tutorials which introduce complex math and graphics theory before ever getting something on the screen.

ACQUISITION INFORMATION NOTE

Source for Acquisition/Subscription Address
Springer Nature
Stock Number
com.springer.onix.9781484244579

TOPICAL NAME USED AS SUBJECT

Computer games-- Programming.
Three-dimensional display systems.
Computer games-- Programming.
GAMES-- Board.
Three-dimensional display systems.

(SUBJECT CATEGORY (Provisional

GAM-- 001000

DEWEY DECIMAL CLASSIFICATION

Number
794
.
8/1526
Edition
23

LIBRARY OF CONGRESS CLASSIFICATION

Class number
QA76
.
76
.
C672

PERSONAL NAME - PRIMARY RESPONSIBILITY

Halladay, Kyle

ORIGINATING SOURCE

Date of Transaction
20200823032737.0
Cataloguing Rules (Descriptive Conventions))
pn

ELECTRONIC LOCATION AND ACCESS

Electronic name
 مطالعه متن کتاب 

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