Anbieter: Dream Books Co., Denver, CO, USA
Zustand: acceptable. This copy has clearly been enjoyedâ"expect noticeable shelf wear and some minor creases to the cover. Binding is strong, and all pages are legible. May contain previous library markings or stamps.
Anbieter: Greenworld Books, Arlington, TX, USA
Zustand: good. Fast Free Shipping â" Good condition book with a firm cover and clean, readable pages. Shows normal use, including some light wear or limited notes highlighting, yet remains a dependable copy overall. Supplemental items like CDs or access codes may not be included.
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EUR 31,84
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In den WarenkorbPaperback. Zustand: Very Good. The book has been read, but is in excellent condition. Pages are intact and not marred by notes or highlighting. The spine remains undamaged.
Anbieter: GreatBookPrices, Columbia, MD, USA
Zustand: New.
Anbieter: BargainBookStores, Grand Rapids, MI, USA
Paperback or Softback. Zustand: New. Practical Shader Development: Vertex and Fragment Shaders for Game Developers. Book.
Anbieter: Lakeside Books, Benton Harbor, MI, USA
Zustand: New. Brand New! Not Overstocks or Low Quality Book Club Editions! Direct From the Publisher! We're not a giant, faceless warehouse organization! We're a small town bookstore that loves books and loves it's customers! Buy from Lakeside Books!
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Anbieter: GreatBookPrices, Columbia, MD, USA
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Zustand: New.
Paperback. Zustand: New. 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 LearnUnderstand what shaders are and how they workGet up to speed on the nuts and bolts of writing vertex and fragment shadersUtilize color blending and know how blend equations workKnow the coordinate spaces used when rendering real-time computer graphicsUse simple math to animate characters, simulate lights, and create a wide variety of visual effectsFind and fix performance problems in shadersSee how three popular game engines (Unity, UE4, Godot) handle shadersWho This Book Is ForProgrammers 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.
EUR 68,39
Anzahl: Mehr als 20 verfügbar
In den WarenkorbPaperback. Zustand: New. 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 LearnUnderstand what shaders are and how they workGet up to speed on the nuts and bolts of writing vertex and fragment shadersUtilize color blending and know how blend equations workKnow the coordinate spaces used when rendering real-time computer graphicsUse simple math to animate characters, simulate lights, and create a wide variety of visual effectsFind and fix performance problems in shadersSee how three popular game engines (Unity, UE4, Godot) handle shadersWho This Book Is ForProgrammers 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.
Anbieter: GreatBookPricesUK, Woodford Green, Vereinigtes Königreich
EUR 55,45
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In den WarenkorbZustand: As New. Unread book in perfect condition.
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Anbieter: Kennys Bookshop and Art Galleries Ltd., Galway, GY, Irland
Erstausgabe
Zustand: New. 2019. 1st ed. paperback. . . . . .
Anbieter: Chiron Media, Wallingford, Vereinigtes Königreich
EUR 61,09
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In den WarenkorbPaperback. Zustand: Brand New. 402 pages. 9.75x6.75x0.75 inches. In Stock.
Anbieter: Kennys Bookstore, Olney, MD, USA
Zustand: New. 2019. 1st ed. paperback. . . . . . Books ship from the US and Ireland.
Anbieter: Books Puddle, New York, NY, USA
Zustand: New.
EUR 60,90
Anzahl: Mehr als 20 verfügbar
In den WarenkorbPaperback. Zustand: New. 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 LearnUnderstand what shaders are and how they workGet up to speed on the nuts and bolts of writing vertex and fragment shadersUtilize color blending and know how blend equations workKnow the coordinate spaces used when rendering real-time computer graphicsUse simple math to animate characters, simulate lights, and create a wide variety of visual effectsFind and fix performance problems in shadersSee how three popular game engines (Unity, UE4, Godot) handle shadersWho This Book Is ForProgrammers 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.
EUR 62,02
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In den WarenkorbZustand: New.
Anbieter: preigu, Osnabrück, Deutschland
Taschenbuch. Zustand: Neu. Practical Shader Development | Vertex and Fragment Shaders for Game Developers | Kyle Halladay | Taschenbuch | xxi | Englisch | 2019 | Apress | EAN 9781484244562 | Verantwortliche Person für die EU: APress in Springer Science + Business Media, Heidelberger Platz 3, 14197 Berlin, juergen[dot]hartmann[at]springer[dot]com | Anbieter: preigu.
EUR 65,01
Anzahl: Mehr als 20 verfügbar
In den WarenkorbPaperback. Zustand: New. 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 LearnUnderstand what shaders are and how they workGet up to speed on the nuts and bolts of writing vertex and fragment shadersUtilize color blending and know how blend equations workKnow the coordinate spaces used when rendering real-time computer graphicsUse simple math to animate characters, simulate lights, and create a wide variety of visual effectsFind and fix performance problems in shadersSee how three popular game engines (Unity, UE4, Godot) handle shadersWho This Book Is ForProgrammers 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.
Sprache: Chinesisch
Verlag: Tsinghua University Press, 2021
ISBN 10: 730258334X ISBN 13: 9787302583349
Anbieter: liu xing, Nanjing, JS, China
paperback. Zustand: New. Paperback. Pub Date: 2021-07-01 Pages: 316 Publisher: Tsinghua University Press Main content: Understand what shaders are and how they work Quickly and deeply write vertex shader and fragment shader technology Use color blending . And understand the working principle of the hybrid equation. Understand the coordinate space used when rendering real-time computer graphics. Use simple mathematical operations to animate characters. simulate lighting. and create a variety of visual effects. Find an.
Anbieter: BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, Deutschland
Taschenbuch. Zustand: Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -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 workGet up to speed on the nuts and bolts of writing vertex and fragment shadersUtilize color blending and know how blend equations workKnow the coordinate spaces used when rendering real-time computer graphicsUse simple math to animate characters, simulate lights, and create a wide variety of visual effectsFind and fix performance problems in shadersSee 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. 381 pp. Englisch.
Anbieter: Majestic Books, Hounslow, Vereinigtes Königreich
EUR 93,41
Anzahl: 4 verfügbar
In den WarenkorbZustand: New. Print on Demand.
Anbieter: Biblios, Frankfurt am main, HESSE, Deutschland
Zustand: New. PRINT ON DEMAND.
Anbieter: AHA-BUCH GmbH, Einbeck, Deutschland
Taschenbuch. Zustand: Neu. nach der Bestellung gedruckt Neuware - Printed after ordering - 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 workGet up to speed on the nuts and bolts of writing vertex and fragment shadersUtilize color blending and know how blend equations workKnow the coordinate spaces used when rendering real-time computer graphicsUse simple math to animate characters, simulate lights, and create a wide variety of visual effectsFind and fix performance problems in shadersSee 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.