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ShaderX7: Advanced Rendering Techniques 1st Edition

4.8 out of 5 stars 10 ratings

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Welcome to ShaderX7:Advanced Rendering Techniques, the latest volume in the cuttingedge, indispensable series for game and graphics programmers.This all-new volume is packed with a collection of insightful techniques, innovative solutions to common problems, and practical tools and tricks that provide you with a complete shader programming toolbox. Every article was developed from the research and experiences of industry pros and edited by shader experts, resulting in unbiased coverage of all hardware and developer tools. ShaderX7 provides coverage of the vertex and pixel shader methods used in high-end graphics and game development.These state-of-the-art, ready-to-use solutions will help you meet your daily programming challenges and bring your graphics to a new level of realism.This collection offers time-saving solutions to help you become more efficient and productive, and is a must-have reference for all shader programmers.
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Editorial Reviews

About the Author

Wolfgang is working in Rockstar's core technology group as the lead graphics programmer. He is the editor of the ShaderX books, the author of several other books and loves to talk about graphics programming. He is also a MVP DirectX since July 2006 and active in several advisory boards in the industry.

Product details

  • Publisher ‏ : ‎ Charles River Media; 1st edition (March 12, 2009)
  • Language ‏ : ‎ English
  • Hardcover ‏ : ‎ 800 pages
  • ISBN-10 ‏ : ‎ 1584505982
  • ISBN-13 ‏ : ‎ 978-1584505983
  • Item Weight ‏ : ‎ 4 pounds
  • Dimensions ‏ : ‎ 7.5 x 2 x 9 inches
  • Customer Reviews:
    4.8 out of 5 stars 10 ratings

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Wolfgang F. Engel
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Wolfgang is the CEO and Co-Founder of The Forge Interactive. The Forge Interactive is a think-tank for advanced real-time graphics research and a service provider for the video game and movie industry. His company worked in the last more than 15 years on many AAA IPs like Tomb Raider, Battlefield 4, Murdered Soul Suspect, Star Citizen, Dirt 4, Vainglory, Transistor, Call of Duty Black Ops 3, Battlefield 1, Mafia 3, Call of Duty Warzone, Supergiant's Hades, Forza, Fable, Forza Horizon, more Call of Duty's, Hypixel, No Man's Sky and many more. Wolfgang is the founder and editor of the ShaderX, GPU Pro, and GPU Zen books series, was a Microsoft MVP for 11 years, the author of several books and articles on real-time rendering, and a regular contributor to websites and the GDC.

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4.8 out of 5 stars
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Top reviews from the United States

  • Reviewed in the United States on January 2, 2010
    Wide range of interesting topics, and with good content. Good value for money.
    I had stoped buying the series some time ago, complaining that the articles where shallow and short. Well.. this is not the case any more!
    I didnt dig too deep into the book yet, I only had it for a week now, but it looks very interesting and detailed!
    One person found this helpful
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  • Reviewed in the United States on September 29, 2009
    if your interested in Deferred Rendering, then this is the book for you. It gave me a better idea what techniques Deferred Rendering\Shading use; its problems with antialiasing, the use of multiple lights, and shadows. Also, an enjoyable read.
    2 people found this helpful
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  • Reviewed in the United States on January 21, 2016
    Superb collection of practical graphics programming tricks.
    One person found this helpful
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  • Reviewed in the United States on February 13, 2014
    There's several great examples on deferred rendering in the book. Mostly optimizations, but the chapter on deferred transparency was exceptionally useful.
  • Reviewed in the United States on February 7, 2017
    As expected
  • Reviewed in the United States on November 5, 2015
    Very good book..

Top reviews from other countries

  • Tuan Kuranes
    5.0 out of 5 stars Good Set of techniques
    Reviewed in France on January 29, 2016
    Well, written, as often with those book, investing in them might save you time that would cost your much higher price in the end