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Get up to speed on the nuts and bolts of writing vertex and fragment shaders
Utilize color blending and know how blend equations work
Know the coordinate spaces used when rendering real-time computer graphics
Use simple math to animate characters, simulate lights, and create a wide variety of visual effects
Find and fix performance problems in shaders
See how three popular game engines (Unity, UE4, Godot) handle shaders
Get up to speed on the nuts and bolts of writing vertex and fragment shaders
Utilize color blending and know how blend equations work
Know the coordinate spaces used when rendering real-time computer graphics
Use simple math to animate characters, simulate lights, and create a wide variety of visual effects
Find and fix performance problems in shaders
See how three popular game engines (Unity, UE4, Godot) handle shaders
Teaches what you need to know about shaders through an example-based approach that is fun and doesn't require a lot of 3D math or in-depth graphics knowledge
Shows you how to apply what is learned about shaders for the major gaming engines: Unity, Unreal Engine 4, and Godot
Leaves you with a foundation in shader development that can be carried into a career in vfx or graphics development
1. Hello, Game Graphics.- 2. Your First Shaders.- 3. Using Textures.- 4. Translucency and Depth.- 5. Making Things Move.- 6. Cameras and Coordinates.- 7. Your First 3D Project.- 8. Diffuse Lighting.- 9. Your First Lighting Model.- 10. Normal Mapping.- 11. Cubemaps and Skyboxes.- 12. Lighting In Depth.- 13. Profiling Shaders.- 14. Optimizing Shaders.- 15. Precision.- 16. Writing Shaders in Unity.- 17. Writing Shaders in UE4.- 18. Writing Shaders in Godot.- 19. Appendix A. Important Code Snippets.
Erscheinungsjahr: | 2019 |
---|---|
Genre: | Importe, Informatik |
Rubrik: | Naturwissenschaften & Technik |
Medium: | Taschenbuch |
Inhalt: |
xxi
381 S. 23 s/w Illustr. 136 farbige Illustr. 381 p. 159 illus. 136 illus. in color. |
ISBN-13: | 9781484244562 |
ISBN-10: | 1484244567 |
Sprache: | Englisch |
Herstellernummer: | 978-1-4842-4456-2 |
Einband: | Kartoniert / Broschiert |
Autor: | Halladay, Kyle |
Hersteller: | APRESS |
Verantwortliche Person für die EU: | APress in Springer Science + Business Media, Heidelberger Platz 3, D-14197 Berlin, juergen.hartmann@springer.com |
Maße: | 254 x 178 x 21 mm |
Von/Mit: | Kyle Halladay |
Erscheinungsdatum: | 11.04.2019 |
Gewicht: | 0,757 kg |
Teaches what you need to know about shaders through an example-based approach that is fun and doesn't require a lot of 3D math or in-depth graphics knowledge
Shows you how to apply what is learned about shaders for the major gaming engines: Unity, Unreal Engine 4, and Godot
Leaves you with a foundation in shader development that can be carried into a career in vfx or graphics development
1. Hello, Game Graphics.- 2. Your First Shaders.- 3. Using Textures.- 4. Translucency and Depth.- 5. Making Things Move.- 6. Cameras and Coordinates.- 7. Your First 3D Project.- 8. Diffuse Lighting.- 9. Your First Lighting Model.- 10. Normal Mapping.- 11. Cubemaps and Skyboxes.- 12. Lighting In Depth.- 13. Profiling Shaders.- 14. Optimizing Shaders.- 15. Precision.- 16. Writing Shaders in Unity.- 17. Writing Shaders in UE4.- 18. Writing Shaders in Godot.- 19. Appendix A. Important Code Snippets.
Erscheinungsjahr: | 2019 |
---|---|
Genre: | Importe, Informatik |
Rubrik: | Naturwissenschaften & Technik |
Medium: | Taschenbuch |
Inhalt: |
xxi
381 S. 23 s/w Illustr. 136 farbige Illustr. 381 p. 159 illus. 136 illus. in color. |
ISBN-13: | 9781484244562 |
ISBN-10: | 1484244567 |
Sprache: | Englisch |
Herstellernummer: | 978-1-4842-4456-2 |
Einband: | Kartoniert / Broschiert |
Autor: | Halladay, Kyle |
Hersteller: | APRESS |
Verantwortliche Person für die EU: | APress in Springer Science + Business Media, Heidelberger Platz 3, D-14197 Berlin, juergen.hartmann@springer.com |
Maße: | 254 x 178 x 21 mm |
Von/Mit: | Kyle Halladay |
Erscheinungsdatum: | 11.04.2019 |
Gewicht: | 0,757 kg |