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Hlsl and Pixel Shaders for XAML Developers

Autor Walt Ritscher
en Limba Engleză Paperback – 21 aug 2012
Graphic Shaders are used throughout the game and movie industry to improve onscreen graphics. They are versatile, doing important tasks like making computer rendered aliens look realistic, providing the ripples on a background lake or growing fur on the latest Pixar monster.
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Specificații

ISBN-13: 9781449319847
ISBN-10: 144931984X
Pagini: 200
Ilustrații: Illustrations
Dimensiuni: 179 x 234 x 17 mm
Greutate: 0.34 kg
Editura: O'Reilly

Cuprins

Preface;
Who This Book Is For;
What You Need to Use This Book;
Contents of This Book;
Conventions Used in This Book;
Using Code Examples;
Safari® Books Online;
How to Contact Us;
Acknowledgments;
Foreword;
Chapter 1: Shader 101;
1.1 Why Should XAML Developers Learn HLSL?;
1.2 The Tale of the Shader;
1.3 HLSL and DirectX;
1.4 Understanding the Graphics Pipeline;
1.5 XAML and Shaders;
1.6 Summary;
Chapter 2: Getting Started;
2.1 Setting Up Your Development Computer;
2.2 Choosing a Shader Compiler;
2.3 Other Tools to Consider;
2.4 A First Shader Project;
2.5 Custom Shader;
2.6 Summary;
Chapter 3: Commonplace Pixel Shaders;
3.1 A Word About Pseudocode;
3.2 Color Modification;
3.3 Distortion and Displacement;
3.4 Blurs;
3.5 Generative Effects;
3.6 Multiple Inputs;
3.7 Sampler Transition;
3.8 Texture Map;
3.9 Color Combination;
3.10 Practical Uses for Shader Effects;
3.11 Summary;
Chapter 4: How WPF and Silverlight Use Shaders;
4.1 Framework Effects;
4.2 Nested Effects;
4.3 Expression Blend Effects;
4.4 Custom Effects;
4.5 Summary;
Chapter 5: Using Expression Blend and Visual Studio with Shaders;
5.1 Creating a Project;
5.2 Visual Studio Editor;
5.3 Using Custom Effects in Blend;
5.4 Transition Effects in Blend;
5.5 Summary;
Chapter 6: Using the Shazzam Shader Editor;
6.1 UI Tour;
6.2 Create a Custom Shader;
6.3 Summary;
Chapter 7: HLSL in Detail;
7.1 Parallel Processing in Shaders;
7.2 The Relationship Between DirectX and the GPU;
7.3 Understanding Registers;
7.4 Basic Structure of an HLSL Program;
7.5 Type Casting;
7.6 Shader Inputs;
7.7 Other Code Constructs;
7.8 Built-in Functions;
7.9 Summary;
Chapter 8: The Zen of Shader Programming;
8.1 Zen of Pixel Programming;
8.2 Colors;
8.3 Summary;
Resources;
Books;
Programming;
Premultiplied Alpha Blending;
Convolution;
Noise;
Tools;
Shazzam Settings;