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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.

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ShaderX Programming | shaderx5.com Reviews
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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.
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3 section editors
4 author
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6 shaderx
7 advanced rendering techniques
8 books shaderx
9 and shaderx
10 global illumination
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ShaderX Programming | shaderx5.com Reviews

https://shaderx5.com

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.

INTERNAL PAGES

shaderx5.com shaderx5.com
1

ShaderX Programming

http://www.shaderx5.com/SectionEditors.htm

About the Section Editors (in alphabetical order). Kristof is the 3rd Party Relations Manager for PowerVR within the Business Development Group at Imagination Technologies. Through the PowerVR Insider program he manages technical support and co-marketing activities for the Mobile Graphics Ecosystem. He has a background in Electrical Engineering and received a master's degree in Artificial Intelligence. Prior to joining the Business Development Group he worked on SDKs and Tools for both PC and. Wolfgang i...

2

ShaderX Programming

http://www.shaderx5.com/authors.htm

Aick in der Au. Aick is a CS student at the Ilmenau University of Technology, Germany. He works at Phenomic Game Development, where he is responsible for getting the render core to work with multiple threads. While fighting with spin locks, sync points, job chains and other threading issues, he enjoys having the fastest SMP machine in the office. Other interests include procedural generated graphics and demoscene related things. Andrew loves to create things, and if its graphics related all the better!

3

ShaderX Programming

http://www.shaderx5.com/errata.html

99 Printf shader for debugging pixel shaders by Alexander Ehrath. There was a mixup of shader versions in one of the shaders. So instead of vs 3 0 the version on the CD-ROM used vs 1 1. Here. Is a corrected version. Carlsbad, CA, USA.

4

ShaderX Programming

http://www.shaderx5.com/TOC.html

Section 1 Geometry Manipulation (Wolfgang Engel). 11 Smoothed N-Patches by Holger Gruen. 12 Micro-beveled Edges by Homam Bahnassi and Wessam Bahnassi. 13 Dynamic Wrinkle Patterns and Hatching on Animated Meshes by Jörn Loviscach. 14 Cloth without Cloth by Homam Bahnassi and Wessam Bahnassi. Section 2 - Rendering Techniques (Kenneth Hurley). Simple Area Light Model for GPUs by Aick in der Au. 22 Alpha-to-coverage in Depth by Kevin Meyers. 25 Overcoming Deferred Shading Drawbacks by Frank Puig Placeres.

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thetenthplanet.de thetenthplanet.de

Followup: Normal Mapping Without Precomputed Tangents | The Tenth Planet

http://www.thetenthplanet.de/archives/1180

Skip to primary content. Followup: Normal Mapping Without Precomputed Tangents. This post is a follow-up to my 2006 ShaderX. Article [4] about normal mapping without a pre-computed tangent basis. In the time since then I have refined this technique with lessons learned in real life. For those unfamiliar with the topic, the motivation was to construct the tangent frame on the fly in the pixel shader, which ironically is the exact opposite of the motivation from [2]:. Intermission: Tangents vs Cotangents.

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...

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OTHER SITES

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.

shaderyuinari.deviantart.com shaderyuinari.deviantart.com

ShadeRyuInari (Luna Barrett) - DeviantArt

Window.devicePixelRatio*screen.width 'x' window.devicePixelRatio*screen.height) :(screen.width 'x' screen.height) " class="mi". Window.devicePixelRatio*screen.width 'x' window.devicePixelRatio*screen.height) :(screen.width 'x' screen.height) ". Join DeviantArt for FREE. Forgot Password or Username? Deviant for 8 Years. This deviant's full pageview. Last Visit: 5 days ago. This is the place where you can personalize your profile! By moving, adding and personalizing widgets. We've split the page into zones!

shaderz.blogspot.com shaderz.blogspot.com

Book of memories

Piątek, 8 czerwca 2012. Koko yyy . co? No przynajmniej część ustna, w końcu mam to z głowy. Zbiera mnie już od tego wszystkiego na wymioty. Jest piątkowe popołudnie, melodyjne gitarowe riffy płynące z moich mocnych drewnianych głośników, zakłócane są przez wrzask zza okna. Polska zdobyła gola, hip hip hurra! Udostępnij w usłudze Twitter. Udostępnij w usłudze Facebook. Udostępnij w serwisie Pinterest. Niedziela, 20 maja 2012. Ehh po raz kolejny sama jestem sobie winna). Udostępnij w usłudze Twitter.

shaderzoo.com shaderzoo.com

Welcome to Shader Zoo

Welcome to Shader Zoo. This site is under construction. It will be devoted to Computer Graphics based on Shader and Game Programming using HLSL code and DarkBASIC. This 256x256 bitmap image. Was created in DarkBASIC. This is a screenshot of a simple cube with a bump and horizon mapping shader applied to it. The bumps are self-shadowing using a volume texture. The demo was created in DarkBASIC. And is running on a Pentium III/930MHz PC with an NVidia. FX 5200 graphics card. The shader uses 5 images:.