shaderx2.com shaderx2.com

shaderx2.com

ShaderX Programming

The Vertex and Pixel Shader Programming Book. After the tremendous success of ShaderX, two new books with an entirely new set of innovative ideas, techniques,and algorithms will be published by Wordware. Introductions and Tutorials with DirectX 9.0. Shader Programming Tips and Tricks With Directx 9.0. Will consist of two books with around 400 - 500 pages and they should be in stores in August 2003. Authors selected and begin writing. Peer review feedback due. All CD demos/code due. September 12th, 2003.

http://www.shaderx2.com/

WEBSITE DETAILS
SEO
PAGES
SIMILAR SITES

TRAFFIC RANK FOR SHADERX2.COM

TODAY'S RATING

>1,000,000

TRAFFIC RANK - AVERAGE PER MONTH

BEST MONTH

December

AVERAGE PER DAY Of THE WEEK

HIGHEST TRAFFIC ON

Saturday

TRAFFIC BY CITY

CUSTOMER REVIEWS

Average Rating: 4.1 out of 5 with 18 reviews
5 star
8
4 star
6
3 star
3
2 star
0
1 star
1

Hey there! Start your review of shaderx2.com

AVERAGE USER RATING

Write a Review

WEBSITE PREVIEW

Desktop Preview Tablet Preview Mobile Preview

LOAD TIME

0.4 seconds

CONTACTS AT SHADERX2.COM

A HAPPY DREAMHOST CUSTOMER

PRIVATE REGISTRANT

417 ASS●●●●●●●RD #324

C/O S●●●●●2.COM

B●A , CA, 92821

US

1.71●●●●4182
SH●●●●●●●●●●@PROXY.DREAMHOST.COM

View this contact

A HAPPY DREAMHOST CUSTOMER

PRIVATE REGISTRANT

417 ASS●●●●●●●RD #324

C/O S●●●●●2.COM

B●A , CA, 92821

US

1.71●●●●4182
SH●●●●●●●●●●@PROXY.DREAMHOST.COM

View this contact

A HAPPY DREAMHOST CUSTOMER

PRIVATE REGISTRANT

417 ASS●●●●●●●RD #324

C/O S●●●●●2.COM

B●A , CA, 92821

US

1.71●●●●4182
SH●●●●●●●●●●@PROXY.DREAMHOST.COM

View this contact

Login

TO VIEW CONTACTS

Remove Contacts

FOR PRIVACY ISSUES

DOMAIN REGISTRATION INFORMATION

REGISTERED
2002 March 24
UPDATED
2014 March 26
EXPIRATION
EXPIRED REGISTER THIS DOMAIN

BUY YOUR DOMAIN

Network Solutions®

DOMAIN AGE

  • 23

    YEARS

  • 1

    MONTHS

  • 10

    DAYS

NAME SERVERS

1
ns1.dreamhost.com
2
ns2.dreamhost.com
3
ns3.dreamhost.com

REGISTRAR

NEW DREAM NETWORK, LLC

NEW DREAM NETWORK, LLC

WHOIS : whois.dreamhost.com

REFERRED : http://www.dreamhost.com

CONTENT

SCORE

6.2

PAGE TITLE
ShaderX Programming | shaderx2.com Reviews
<META>
DESCRIPTION
The Vertex and Pixel Shader Programming Book. After the tremendous success of ShaderX, two new books with an entirely new set of innovative ideas, techniques,and algorithms will be published by Wordware. Introductions and Tutorials with DirectX 9.0. Shader Programming Tips and Tricks With Directx 9.0. Will consist of two books with around 400 - 500 pages and they should be in stores in August 2003. Authors selected and begin writing. Peer review feedback due. All CD demos/code due. September 12th, 2003.
<META>
KEYWORDS
1 news
2 book cover
3 book contents
4 files
5 about the authors
6 contributors
7 errata
8 shaderx
9 books schedule
10 december 31st
CONTENT
Page content here
KEYWORDS ON
PAGE
news,book cover,book contents,files,about the authors,contributors,errata,shaderx,books schedule,december 31st,proposals due,january 3rd,january 10th,contracts sent out,april 1st,deadline for papers,revised articles due,june 1st,release,october 13th
SERVER
Apache
CONTENT-TYPE
windows-1252
GOOGLE PREVIEW

ShaderX Programming | shaderx2.com Reviews

https://shaderx2.com

The Vertex and Pixel Shader Programming Book. After the tremendous success of ShaderX, two new books with an entirely new set of innovative ideas, techniques,and algorithms will be published by Wordware. Introductions and Tutorials with DirectX 9.0. Shader Programming Tips and Tricks With Directx 9.0. Will consist of two books with around 400 - 500 pages and they should be in stores in August 2003. Authors selected and begin writing. Peer review feedback due. All CD demos/code due. September 12th, 2003.

INTERNAL PAGES

shaderx2.com shaderx2.com
1

ShaderX Programming

http://www.shaderx2.com/Tables%20of%20Content.htm

Shader Introduction and Tutorial. Introduction to the DirectX 9 High Level Shading Language. By Jason L. Mitchell and Craig Peeper. Introduction to the vs 3 0 and ps 3 0 Shader Models. By Nicolas Thibieroz, Kristof Beets and Aaron Burton. Advanced lighting and shading with Direct3D 9. Introduction to Different Fog Effects. Shadow Mapping with Direct3D 9. The Theory of Stencil Shadow Volumes. Features as IOTD on www.flipcode.com. Older version on www.gamedev.net. By Hun Yen Kwoon. By Gim Guan Chua. Effici...

2

ShaderX Programming

http://www.shaderx2.com/authors.htm

About the Authors (in alphabetical order). Marwan Y. Ansari. Marwan Y. Ansari is a member of the 3D Application Research Group at ATI Research, Inc. He has a Masters in Computers Science from the University of Illinois at Chicago and a Bachelors of Science in Computer Science and Mathematics from DePaul University. He has worked on OpenGL drivers for desktop products as well as set top boxes but has finally found his niche writing cool 3D Demos for ATI. Of research and developed many small games and rend...

3

ShaderX Programming

http://www.shaderx2.com/cover.htm

Logo: 2001-2002 Javier Izquierdo. Content: 2001 - 2002 Wolfgang Engel.

4

ShaderX Programming

http://www.shaderx2.com/Contributors.htm

Contributors (in alphabetical order). Wessam Bahnassi, lead programmer of In Framez Realtime Media Development team (where he is engineering DirectSkeleton 3D Engine). He studies architecture; and (in many times) uses application development techniques in designing his architectural buildings, and vice-versa. Wessam is also a Microsoft DirectX MVP. Kenneth L. Hurley. Mark received his bachelor's and master's degree in CS from Stanford University in 1999 and 2000, with a focus on graphics and systems....

5

ShaderX Programming

http://www.shaderx2.com/download.htm

This sections will offer movies, demos or updates of example programs for download. Hatching, Stroke Styles and Pointillism. By Kevin Buchin and Maike Walther. Kevin Buchin send me a link. To an updated version of the example program for the article. Stereoscopic rendering in hardware using shaders. Thomas Rued's source code example didn't make it onto the CD-ROM. Here. The Theory of Stencil Shadow Volumes. By Hun Yen Kwoon. ZeroMemory( &m matOrientation, sizeof( D3DXMATRIX ) );.

UPGRADE TO PREMIUM TO VIEW 0 MORE

TOTAL PAGES IN THIS WEBSITE

5

LINKS TO THIS WEBSITE

tomforsyth1000.github.io tomforsyth1000.github.io

TomF's talks and papers.

http://tomforsyth1000.github.io/papers/papers.html

TomF's talks and papers. In rough chronological order, newest first. Virtual Reality as a Medium: Changing Mechanics. Presented as a keynote talk to the Foundations of Digital Games 2015. Software Engineering and VR. Developing VR Experiences with the Oculus Rift. At GDC2014, and slides in PowerPoint. Format. Slightly tweaked version given at Oculus Connect 2014. The Challenge of Larabee as a GPU. Rasterization on Larrabee and SIMD Programming With Larrabee. A very brief paper on a type of light that I'v...

UPGRADE TO PREMIUM TO VIEW 2 MORE

TOTAL LINKS TO THIS WEBSITE

3

OTHER SITES

shaderwrangler.com shaderwrangler.com

Thorsten Scheuermann

I'm a software engineer specializing in real-time computer graphics. A list of my publications. This is a Flickr badge showing photos in a set called Badge. Make your own badge here. Lately I've taken up photography, which meshes nicely with my interest in computer graphics. I bought my first DSLR (a Pentax K10D) in January 2007. You can see some of my better photographs on my flickr page. Some old personal projects I've worked on over the years:.

shaderwrestling.com shaderwrestling.com

HomeTeamsONLINE.com Error

HomeTeamsONLINE.com - Error. An error occured while attempting to connect to the webpage you requested. Contact us for help determining the issue.

shaderwriter.com shaderwriter.com

Shader Writer Igor Sklyar

BSDF for mantra renderer. GGX Microfacet Distribution - BRDF. For the physically plausible rendering in Mantra (BSDF). GGX Microfacet Distribution - BTDF. For the physically plausible rendering in Mantra (BSDF). GGX Microfacet Distribution - BRDF. Extended by power parameter. For the physically plausible rendering in Mantra (BSDF).

shaderws.com shaderws.com

渲染科技股份有限公司 Shader Tech., ltd.

渲染科技股份有限公司 Shader Tech., ltd. Shader Tech. was founded in the fall of 2009, established by a group of team spirit, enthusiasm, creativity working partners. We made mobile games and 3D simulated training system. We love and hope to receive all kinds of opinion to make us better.

shaderx.com shaderx.com

ShaderX Programming

The Vertex and Pixel Shader Programming Book. October 28th, 2002. Updated the Files section. August 19th, 2002. ATI released RenderMonkey with a lot of source examples, that are explained in ShaderX. Read more on the Files page. July 31st, 2002. The article A Non-Integer Power Function on the Pixel Shader by By Philippe Beaudoin and Juan Guardado was featured on Gamasutra. July 14th, 2002. The book was sold out after one week and Wordware is currently starting to reprint it. July 6th, 2002. May 25st, 2002.

shaderx2.com shaderx2.com

ShaderX Programming

The Vertex and Pixel Shader Programming Book. After the tremendous success of ShaderX, two new books with an entirely new set of innovative ideas, techniques,and algorithms will be published by Wordware. Introductions and Tutorials with DirectX 9.0. Shader Programming Tips and Tricks With Directx 9.0. Will consist of two books with around 400 - 500 pages and they should be in stores in August 2003. Authors selected and begin writing. Peer review feedback due. All CD demos/code due. September 12th, 2003.

shaderx3.com shaderx3.com

ShaderX Programming

Vertex and Pixel Shader Programming. After the tremendous success of ShaderX and ShaderX2, a new book project with an entirely new set of innovative ideas, techniques,and algorithms will be published by Charles River Media. Game developers of all levels will find insightful tips and tools from this unique collection. Written by game programming experts, each contribution will cover new Shader tips and tricks with DirectX 8/9 hardware. Section 1 - Geometry Manipulation Tricks (Dean Calver). March 2nd, 2004.

shaderx4.com shaderx4.com

ShaderX Programming

After the tremendous success of ShaderX, the ShaderX. A new book project with an entirely new set of innovative ideas, techniques, and algorithms will be started in 2005:. Game developers of all levels will find insightful tips and tools from this unique collection. Written by game programming experts, each contribution will cover advanced rendering techniques that run on the DirectX and OpenGL run-time with any shader language available. Each section of the book(s) will be headed by a Section editor.

shaderx5.com shaderx5.com

ShaderX Programming

After the tremendous success of ShaderX, the ShaderX. A new book project with an entirely new set of innovative ideas, techniques, and algorithms will be started in 2006:. Game developers of all levels will find insightful tips and tools from this unique collection. Written by game programming experts, each contribution will cover advanced rendering techniques that run on the DirectX and OpenGL run-time with any shader language available. Each section of the book(s) will be headed by a Section editor.

shaderx6.com shaderx6.com

ShaderX Programming

After the tremendous success of ShaderX, the ShaderX. A new book project with an entirely new set of innovative ideas, techniques, and algorithms will be started in 2007:. Game developers of all levels will find insightful tips and tools from this unique collection. Written by game programming experts, each contribution will cover advanced rendering techniques that run on the DirectX and OpenGL run-time with any shader language available. Each section of the book(s) will be headed by a Section editor.

shaderx7.com shaderx7.com

ShaderX Programming

After the tremendous success of ShaderX, the ShaderX. A new book project with an entirely new set of innovative ideas, techniques, and algorithms will be started in 2008:. Game developers of all levels will find insightful tips and tools from this unique collection. Written by game programming experts, each contribution will cover advanced rendering techniques that run on the DirectX and OpenGL run-time with any shader language available. Each section of the book(s) will be headed by a Section editor.