This book takes the Direct3D programmers to the next level of graphics programming. Starting with a review of fundamental vertex and pixel shader concepts and techniques, this book covers non-standardised per-pixel lighting models, membrane shaders, kubelka monk shaders for translucency effects, fur/hair shaders, shadow volume, and more. From there, developers move on to vertex and pixel shader programming with a character engine and a very enhanced 'Quake 3' level viewer. Every chapter has several fully working examples illustrating each technique or principle that is taught. Includes CD.
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