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Shader X5: Advanced Rendering Techniques [With CDROM] by Wolfgang Engel

by Wolfgang Engel | HC | VeryGood
US $13.96
ApproximatelyS$ 17.91
Condition:
Very Good
May have limited writing in cover pages. Pages are unmarked. ~ ThriftBooks: Read More, Spend ... Read moreabout condition
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Item specifics

Condition
Very Good
A book that has been read but is in excellent condition. No obvious damage to the cover, with the dust jacket included for hard covers. No missing or damaged pages, no creases or tears, and no underlining/highlighting of text or writing in the margins. May be very minimal identifying marks on the inside cover. Very minimal wear and tear. See all condition definitionsopens in a new window or tab
Seller Notes
“May have limited writing in cover pages. Pages are unmarked. ~ ThriftBooks: Read More, Spend ...
Binding
Hardcover
Book Title
Shader X5
Weight
3 lbs
Product Group
Book
IsTextBook
Yes
ISBN
9781584504993

About this product

Product Identifiers

Publisher
Charles River Apparel Media
ISBN-10
1584504994
ISBN-13
9781584504993
eBay Product ID (ePID)
56990475

Product Key Features

Number of Pages
600 Pages
Language
English
Publication Name
Shader X5 : Advanced Rendering Techniques
Subject
Programming / Games, Computer Graphics, General
Publication Year
2006
Features
New Edition
Type
Textbook
Author
Not Available
Subject Area
Computers
Format
Mixed Lot

Dimensions

Item Height
1.7 in
Item Weight
51.3 Oz
Item Length
9.5 in
Item Width
7.8 in

Additional Product Features

Intended Audience
Scholarly & Professional
LCCN
2006-034609
Dewey Edition
22
Reviews
Section 1: Geometry Manipulation TricksSection 2: Rendering TechniquesSection 3: Software Shaders and Shader Programming TipsSection 4: Image SpaceSection 5: ShadowsSection 6: 3D Engine DesignSection 7: ToolsAppendix: About the CD-ROMIndex
Illustrated
Yes
Dewey Decimal
006.6/93
Edition Description
New Edition
Table Of Content
Section 1: Geometry Manipulation Tricks Section 2: Rendering Techniques Section 3: Software Shaders and Shader Programming Tips Section 4: Image Space Section 5: Shadows Section 6: 3D Engine Design Section 7: Tools Appendix: About the CD-ROM Index
Synopsis
Shader X5 Advanced Rendering Techniques is the newest volume in this cutting-edge, indispensable series for game and graphics programmers. This all new volume is packed with articles covering state-of-the-art shader techniques and tools written by programming professionals from around the world. These authors have a wealth of knowledge and experience in the field, and each section is edited by an industry expert to ensure the highest quality and usefulness The collection is broken into nine comprehensive sections. The geometry section covers improved N-Patches, how to generate dynamic wrinkles on animated meshes and much more. In the rendering section you'll discover how to generate a tangent space ordinate system in the pixel shader, how to setup an area light for games, and a variety of other techniques. Practical and useful multi-frustum shadow maps like Cascaded Shadow Maps and Queried Virtual Shadow maps are covered in the shadow section. The environmental techniques section features the beautiful volume particle approaches: Rain and Godrays under water. The global illumination section covers techniques that should work in next-gen games. The new mobile section lays out the basics of shader driven next-gen mobile development and some advanced effects tailored to the devices. Many shader-relevant engine design decisions are covered in the 3D Engine Design section. It also deals with post-processing effects, how to design shader plugins, and how to bind shader data. The Beyond Pixels and Triangles section covers a printf for the pixel shader, random number generator on the GPU, and many more., Shader X5 Advanced Rendering Techniques is the newest volume in this cutting-edge, indispensable series for graphics programmers. This all new volume is packed with articles covering state-of-the-art shader techniques and tools. These ready-to-use techniques are written by programming professionals from around the world who have a broad depth of experience and knowledge. Each section in the book is also edited by an industry expert to ensure the highest quality and value. The ideas and tools presented throughout the articles have evolved from real-world movie, game, and animation projects, so by using these techniques, graphics programmers can find answers to problems, help prevent future problems, and become more efficient. The book covers all relevant hardware and developer tools so there is no bias toward one company or tool set. The topical areas covered range from geometry manipulation, rendering techniques, shadows, software shaders, image space, and shadows to tools, environmental effects and 3D engine design., Shader X5 Advanced Rendering Techniques is the newest volume in this cutting-edge, indispensable series for game and graphics programmers. This all new volume is packed with articles covering state-of-the-art shader techniques and tools written by programming professionals from around the world. These authors have a wealth of knowledge and experience in the field, and each section is edited by an industry expert to ensure the highest quality and usefulness! The collection is broken into nine comprehensive sections. The geometry section covers improved N-Patches, how to generate dynamic wrinkles on animated meshes and much more. In the rendering section you'll discover how to generate a tangent space ordinate system in the pixel shader, how to setup an area light for games, and a variety of other techniques. Practical and useful multi-frustum shadow maps like Cascaded Shadow Maps and Queried Virtual Shadow maps are covered in the shadow section. The environmental techniques section features the beautiful volume particle approaches: Rain and Godrays under water. The global illumination section covers techniques that should work in next-gen games. The new mobile section lays out the basics of shader driven next-gen mobile development and some advanced effects tailored to the devices. Many shader-relevant engine design decisions are covered in the 3D Engine Design section. It also deals with post-processing effects, how to design shaderplugins, and how to bind shader data. The Beyond Pixels and Triangles section covers a printffor the pixel shader, random number generator on the GPU, and many more., Shader X5 Advanced Rendering Techniques is the newest volume in this cutting-edge, indispensable series for game and graphics programmers. This all new volume is packed with articles covering state-of-the-art shader techniques and tools written by programming professionals from around the world. These authors have a wealth of knowledge and experience in the field, and each section is edited by an industry expert to ensure the highest quality and usefulness! The collection is broken into nine comprehensive sections. The geometry section covers improved N-Patches, how to generate dynamic wrinkles on animated meshes and much more. In the rendering section you'll discover how to generate a tangent space ordinate system in the pixel shader, how to setup an area light for games, and a variety of other techniques. Practical and useful multi-frustum shadow maps like Cascaded Shadow Maps and Queried Virtual Shadow maps are covered in the shadow section. The environmental techniques section features the beautiful volume particle approaches: Rain and Godrays under water. The global illumination section covers techniques that should work in next-gen games. The new mobile section lays out the basics of shader driven next-gen mobile development and some advanced effects tailored to the devices. Many shader-relevant engine design decisions are covered in the 3D Engine Design section. It also deals with post-processing effects, how to design shader plugins, and how to bind shader data. The Beyond Pixels and Triangles section covers a printf for the pixel shader, random number generator on the GPU, and many more.
LC Classification Number
T385.E38559 2006

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