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Book Contents |
Table of Contents Section 1 - Introduction to
Shader Programming "Basic Shader
Development with Shader Studio" Section 2 - Vertex Shader Tricks "Vertex Decompression
using Vertex Shaders " "Shadow Volume
Extrusion using a Vertex Shader " "Character
Animation with Direct3D Vertex Shaders" "Lighting
A Single-Surface Object" "Optimizing
Software Vertex Shaders" "Compendium
of Vertex Shader Tricks" "Perlin Noise
and Returning Results from Shader Programs" Section 3 - Pixel Shader Tricks "Blending
Textures For Terrain" "Image Processing
with Pixel Shaders in Direct3D" "Hallo World - Font Smoothing
with Pixel Shaders" "Disc or Sphere - Emulate
Geometry with Shaders - Impostors " "Smooth Lighting with
ps.1.4" "Per Pixel Fresnel Term" "Diffuse Cube Mapping" "Accurate Environment
Mapped Reflections and Refractions by Adjusting for Object Distance" "UV Flipping Technique
to Avoid Repetition" "Photo Realistic Faces
with Vertex and Pixel Shaders" (Featured
at flipcode as IOTD) "Non-Photorealistic Rendering
with Pixel and Vertex Shaders" "Animated Grass with Pixel
and Vertex Shaders" "Texture Perturbation
Effects" "Rendering Ocean Water"
"Rippling Refractive and
Reflective Water" "Crystal/Candy Shader" "Bubble Shader" "Per-pixel Strand Based
Anisotropic Lighting" "A Non-Integer
Power Function on the Pixel Shader" (Featured on Gamasutra) "Bump Mapped
BRDF Rendering" "Real-Time
Simulation and Rendering of Particle Flows" Section 4 - Using 3D Textures with Shaders "3D Textures
and Pixel Shaders" "Truly Volumetric
Effects" Section 5 - Engine Design with Shaders "First Thoughts
on Designing a Shader-Driven Game Engine" "Visualization
with the Krass© Game-Engine" "Designing
a Vertex Shader-Driven 3D Engine for the Quake III level and Shader Format
" (Featured
at flipcode as IOTD) Glossary |
Logo: © 2001-2002
Javier Izquierdo, Lanzarote,
Spain |