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Real-Time Rendering Tricks and Techniques in DirectX (Premier Press Game Development (Software)) [Paperback]

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Item description for Real-Time Rendering Tricks and Techniques in DirectX (Premier Press Game Development (Software)) by Kelly Dempski...

The last several years have seen some exciting advances in the field of real-time graphics. Starting slowly for beginning programmers, this book begins by reviewing recent 3D graphics developments and with an introduction to vectors, matrices, colors, and lighting. Then, it's on to rendering graphics! Learn various vertex and pixel shader techniques, discover how to use video as a texture, and get the scoop on several techniques for picking objects in a scene. Whatever your level of programming expertise, let this book serve as your guide to mastering the possibilities of real-time programming.



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Item Specifications...


Pages   821
Est. Packaging Dimensions:   Length: 9.1" Width: 7.4" Height: 1.8"
Weight:   3.2 lbs.
Binding  Softcover
Release Date   Mar 2, 2002
Publisher   Course Technology PTR
ISBN  1931841276  
ISBN13  9781931841276  
UPC  082039541273  


Availability  0 units.


More About Kelly Dempski


Register your artisan biography and upload your photo! Since 1995, Kelly Dempski has been a researcer at Accenture's Technology Labs working in the areas of multimedia, Virtual Reality, Augmented Reality, and Interactive TV, with a strong focus on photo-realistic rendering and interactive techniques. He has authored several papers and has had a project included in the Smithsonian's permanent collection on Information Technology. In addition to his research work, Kelly has taught Java, developed rendering engines, and dabbled in image processing and compression. Kelly is the author of "Real-Time Rendering Tricks and Techniques in DirectX" from Premier Press (March 2002).

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Product Categories

1Books > Foreign Language Books > French > All French Books
2Books > Foreign Language Books > French > Entertainment
3Books > Foreign Language Books > French > Nonfiction
4Books > Special Features > New & Used Textbooks > Computer Science & Information Systems > Graphics & Visualization
5Books > Special Features > New & Used Textbooks > Computer Science & Information Systems > Software Design & Engineering
6Books > Subjects > Computers & Internet > General
7Books > Subjects > Computers & Internet > Graphics & Illustration > General
8Books > Subjects > Computers & Internet > Programming > Graphics & Multimedia > Direct3D & DirectX
9Books > Subjects > Computers & Internet > Programming > Graphics & Multimedia > Rendering & Ray Tracing
10Books > Subjects > Computers & Internet > Programming > Software Design > Software Development
11Books > Subjects > Computers & Internet > Web Development > HTML, Graphics, & Design > Web Graphics
12Books > Subjects > Entertainment > Games > General
13Books > Subjects > Entertainment > Games > Video & Electronic Games



Reviews - What do customers think about Real-Time Rendering Tricks and Techniques in DirectX (Premier Press Game Development (Software))?

Best Direct3D Book I've Seen Thus Far  Sep 15, 2003
I picked this book up about a year ago as it seemed to start from the beginning and cover much ground. Little did I know at the time that this would be the best book I'd find on the topic a year later. The coverage on shadow volumes and shadow maps is impressive. The discussion of things such as the depth buffer and stencil buffers is good. Plus having access to the various vertex and pixel shaders code made it easy to learn from just reviewing the code.

Outside of the SDK, this is the only D3D book that I continue to reference, even as I move to DirectX 9.

 
Good book  May 29, 2003
This book helped me understand vertex shaders and pixel shaders, which was the point of the book. The only thing I did not like about the book was that some of the code had bad logic. But its very readable code and I must give the guy props, he must have coded this super fast. Plus his chapter on video was werid and hard to understand and the code was akward and to me was out of place in the book. It had way to much source code and no explaination of why it works. His other book on curves was good too ... check it out.
 
Good book  May 29, 2003
This book helped me understand vertex shaders and pixel shaders, which was the point of the book. The only thing I did not like about the book was that some of the code had bad logic. But its very readable code and I must give the guy props, he must have coded this super fast. Plus his chapter on video was werid and hard to understand and the code was akward and to me was out of place in the book. It had way to much source code and no explaination of why it works. His other book on curves was good too ... check it out.
 
Simply Amazing D3D learning book!  Feb 28, 2003
Hi! I guess I'll start by saying what do you have to know and have in order to benefit from the material covered in this book. First of all, you must have some experience in win32 programming under windows, because the author does show you the code required for your app to work, but doesn't explain it. Second, you have to have a VC++ 6.0 compiler and Dx8.0 RunTime/SDK to compile and write any sample programs. Third, you have to know some Object Oriented Programming, such as classes and pointers. And the last thing you have to have is the enthusiasm to fuel your work. Now on to the review. The author provides very good and clear examples, as well as very much actual code needed to accompish them. The book teaches D3D from top to bottom, everything from simple polygons to complex model loading and pixel/vertex shaders! I must go ahead and agree with the 1st review that this book has everything the "Special Effects" book lacked. By this I mean it doesn't just give you function prototypes and leaves you stuck by fuguring out what to put in them, it actually provides very good and concise code. So if you really want to start learning power of D3D at its best, for your apps/games/anything you better go ahead and grab this book! This will skyrocket you skills to the next level. I highly recommend this book for beginning gamedevelopers!(like me). With the huge incomes in entertainment industry in the future you will place yourself in a very good position.
 

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