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Programming Vertex and Pixel Shaders (Charles River Media Graphics) Book

Programming Vertex and Pixel Shaders (Charles River Media Graphics)
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  • Programming Vertex and Pixel Shaders (Charles River Media Graphics)
  • Written by author Wolfgang Engel
  • Published by Charles River Media, 2004/09/30
  • When newer graphics cards started offering a programming interface to their graphics-processing unit (GPU), there was a fundamental change from fixed-function to programmable graphics hardware. This fundamental change offers a whole new level of opportuni
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Authors

Acknowledgments xvii
Part I Introduction 1
1 Introduction 3
What You Will Learn 3
What You Need to Know and Equipment Requirements 3
How This Book Is Organized 4
Tools of the Trade 4
Compile and Debug a Shader 9
Other Recommended Tools 14
2 Direct3D Pipeline 17
Direct3D Pipeline 17
Conclusion 24
3 HLSL Shader Programming 25
Vertex Shaders 25
Pixel Shaders 35
Compile Targets 41
A Simple Example 45
Language Basics 47
Optimizing HLSL Shaders 68
D3DX Effect Files Framework 73
Shaders in Effect Files 76
Textures in Effect Files 77
DirectX Standard Annotation and Semantics 79
Device States in Effect Files 82
Preshaders 82
The Effect File API 84
Summary 85
Part II Lighting Algorithms 87
4 Ambient Lighting 89
Background 89
Implementation 89
Results 91
Conclusion 92
5 Diffuse Lighting 93
Background 93
Implementation 94
Results 96
Conclusion 97
6 Specular Lighting 99
Background of Phong Reflectance 99
Implementation Phong 101
Results Phong 104
Background Blinn-Phong Specular Reflectance 104
Implementation Blinn-Phong 106
Results Blinn-Phong 107
Comparison 108
Conclusion 109
7 Bump Mapping 111
Background 111
Implementation 113
Results 116
Conclusion 116
8 Parallax Mapping with Offset Limiting 117
Background 117
Implementation 119
Results 120
Conclusion 121
9 Self-Shadowing 123
Background 123
Implementation 124
Conclusion 127
10 Light Sources 129
Point Lights 129
Four Point Lights 133
Spot Lights 136
Conclusion 139
11 Hemispheric Lighting 141
Background 141
Implementation: N.y as the Blend Factor 142
Implementation: N.S as the Blend Factor 144
Implementation: Adding an Occlusion Term 144
Conclusion 145
Part III Advanced Reflectance Algorithms 147
12 Cook-Torrance Reflection 149
Background 149
Microfacet Model 150
The Microfacet Distribution Function 150
The Geometrical Attenuation Factor 154
The Fresnel Term 158
Putting It All Together: Cook-Torrance Reflection Formula 160
Implementation 162
Factorizing the Cook-Torrance Model 163
Beckmann Distribution Function 163
The Geometrical Attenuation Factor 164
The Fresnel Term 165
One Texture for Everything 166
Results 168
Conclusion 170
13 Oren-Nayar Reflection 171
Background 171
Spherical Coordinates 172
Microfacet Model 174
The Microfacet Distribution Function/Geometric Attenuation Factor 174
Implementation 175
Results 177
Screenshots 177
Roughness Map 178
Conclusion 179
14 Ward Reflection Model 181
Background 181
Implementation 183
Results 187
Conclusion 189
15 Ashikhmin-Shirley Reflection Model 191
Background 191
Implementation 192
Results 198
Conclusion 200
Part IV Environment Cube Mapping 201
16 Generate and Access Cube Maps 203
Constructing Cube Environment Maps 203
Constructing a Cube Normalization Map 204
Accessing Cube Maps 207
Conclusion 209
17 Cube Environment Mapping 211
Static Refractive and Reflective Environment Mapping 213
Chromatic Dispersion 217
Dynamic Reflective and Refractive Environment Mapping 218
Accurate Cube Environment Mapped Reflection and Refraction by Adjusting for Object Distance 221
Conclusion 224
18 High Dynamic Range Cube Maps 225
fp16 Format 225
RGBE8 Format 226
RGB16 Format 231
Filtering of High Dynamic Range Cube Maps 231
Conclusion 239
Part V High Dynamic Range Lighting 241
19 Simple Exposure 243
Implementation 244
Results and Conclusion 245
20 Faked High Dynamic Range Lighting 247
Background 247
Implementation 250
Result 253
Conclusion 256
21 High Dynamic Range Lighting 257
Background 257
Implementation 260
Results and Conclusion 262
22 Advanced Tone Mapping 265
Background 265
Implementation 268
Results 271
Conclusion 272
Part VI Projective Texture Mapping 275
23 Arbitrary Projection of Two-Dimensional Images onto Geometry 277
Background 277
Implementation 278
Results/Notable Issues 280
Conclusion 283
Part VII Shadows 285
24 Shadow Mapping 287
Background 287
Implementation 288
Results/Issues 291
Accompanying Examples 300
Conclusion 301
25 Shadow Volumes 303
Background 303
Implementation 307
Results 311
Conclusion 312
Part VIII Vertex Texturing 315
26 Displacement Mapping 317
Background 317
Implementation 319
Results and Conclusion 319
27 First Steps to Geometry Images 321
Background 322
Implementation 322
Results 323
Conclusion 324
Part IX Shaders as Part of a Graphics Engine 325
28 Shaders as Part of a Game Engine 327
Target Group 327
Requirements of a Shader Subsystem 329
A Simple Data-Driven Level-of-Shading System 335
Results 336
Summary 338
Afterword 339
Appendix A vs_3_0/ps_3_0 Assembly 341
Assembly Vertex Shader Programming Fundamentals 342
Vertex Shader Data Format 343
Input Registers 344
Temporary Registers 347
Indexing Registers 347
Sampler Register 348
Predicate Register 349
Output Registers 350
Source Register Swizzling 351
Write Masking 352
Other Register Modifiers 353
Vertex Shader Instructions 353
Static and Dynamic Branching 369
Static and Dynamic Looping 369
Static and Dynamic Subroutine Calls 370
Nesting 370
Maximum Number of Instructions 370
Guidelines for Writing Vertex Shaders 370
Assembly Pixel Shader Programming Fundamentals 371
Input Registers 371
Temporary Registers 373
Indexing Register 373
Sampler Registers 374
Predicate Register 375
vFace Register 375
vPos Register 375
Output Registers 376
Source Register Swizzling/Write Masking 377
Pixel Shader Arithmetic Instructions 377
Texture Instructions 380
Instruction Modifiers 381
Flow Control 382
Maximum Number of Instructions 383
Guidelines for Writing Pixel Shaders 383
Optimizing Assembly Shaders 383
Fewer Instructions Are Better 384
ATI RADEON 9500+ 386
NVIDIA GeForce FX 387
NVIDIA GeForce 6800 (NV4X) 389
Example Programs 389
Conclusion 389
Appendix B About the CD-ROM 391
System Requirements 391
Updates 392
Visual C++.NET Settings 392
Comments/Suggestions 392
Bibliography 393
Glossary 399
Index 407


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