Introduction to Shader Programming

Β· YeonDoo Media
5.0
αž€αžΆαžšαžœαžΆαž™αžαž˜αŸ’αž›αŸƒ 1
αžŸαŸ€αžœαž—αŸ…β€‹αž’αŸαž‘αž·αž…αžαŸ’αžšαžΌαž“αž·αž…
400
αž‘αŸ†αž–αŸαžš

αž’αŸ†αž–αžΈαžŸαŸ€αžœαž—αŸ…β€‹αž’αŸαž‘αž·αž…αžαŸ’αžšαžΌαž“αž·αž€αž“αŸαŸ‡

Part of the difficulty of new comers to the
field of real-time graphics to grasp the concept of shaders stems from the fact
that most of the classic computer graphics literature concentrates more on the
graphics techniques you are trying to achieve (e.g. realistic lighting, post
processing effects). The classic literature either provides a heavily academic
explanation of shaders or barely contains explanations of what a shader
actually is, most of the time just providing some sample shader boiler plate
templates and leaving it at that. While there are also many books dedicated
exclusively to real-time 3D graphics shader programming, they either assume
working knowledge of shaders or barely touch on the basics in a way that is friendly
to new comers - and all of them assume that the only people writing shaders are
experienced programmers completely forgetting that, thanks to the advances in
tools, more and more shaders are now being written in a large part by artists.

With β€œIntroduction to Shader Programming”,
Pope Kim has finally closed that big gap in the real-time 3D graphics
literature. This book is an invaluable teaching resource, filling the need for
anyone needing to understand how shaders work in a practical and
straightforward way, while teaching at the same time the bases needed for
understanding more advanced shader books and techniques in a very friendly
manner. Thanks to this book, shaders will no longer be black magic but useful
tools for anyone interested in the subject.
Β  Β  Β  Β  Β  Β  Β  Β  Β  Β  Β  Β  Β  Β  Β  Β  Β  Β  Β  Β  Β  Β  Β  Β  Β  Β  Β  Β  Β  Β 







- Daniel Barrero, PhD



αž€αžΆαžšαžŠαžΆαž€αŸ‹αž•αŸ’αž€αžΆαž™ αž“αž·αž„αž˜αžαž·αžœαžΆαž™αžαž˜αŸ’αž›αŸƒ

5.0
αž€αžΆαžšαžœαžΆαž™αžαž˜αŸ’αž›αŸƒ 1

αž’αŸ†αž–αžΈβ€‹αž’αŸ’αž“αž€αž“αž·αž–αž“αŸ’αž’

Pope Kim

β€˜Pope Kim is a seasoned rendering programmer with over 10 years of experience in the gaming industry. While working with top game studios, such as Electronic Arts and Relic Entertainment, he has shipped over a dozen of games on many platforms, including Xbox One, PS4, Xbox 360, PS3, PC, Wii, PS2 and PSP. He is now working as a technical consultant for both established and start-up companies.

He has degrees in Law and Computer Science, and is an occasional presenter at computer graphics or game developer conferences, such as SIGGRAPH and Korea Game Conference.

He is also a Microsoft MVP for Visual C++ and part-time educator. He served his 3 years at the Art Institute of Vancouver as a HLSL programming instructor and currently holds a professor position at Sogong University Game Education Center.

You can follow Pope at http://www.popekim.com or on Twitter at @BlindRenderer’


αžœαžΆαž™αžαž˜αŸ’αž›αŸƒαžŸαŸ€αžœαž—αŸ…β€‹αž’αŸαž‘αž·αž…αžαŸ’αžšαžΌαž“αž·αž€αž“αŸαŸ‡

αž”αŸ’αžšαžΆαž”αŸ‹αž™αžΎαž„αž’αŸ†αž–αžΈαž€αžΆαžšαž™αž›αŸ‹αžƒαžΎαž‰αžšαž”αžŸαŸ‹αž’αŸ’αž“αž€αŸ”

αž’αžΆαž“β€‹αž–αŸαžαŸŒαž˜αžΆαž“

αž‘αžΌαžšαžŸαž–αŸ’αž‘αž†αŸ’αž›αžΆαžαžœαŸƒ αž“αž·αž„β€‹αžαŸαž”αŸ’αž›αŸαž
αžŠαŸ†αž‘αžΎαž„αž€αž˜αŸ’αž˜αžœαž·αž’αžΈ Google Play Books αžŸαž˜αŸ’αžšαžΆαž”αŸ‹ Android αž“αž·αž„ iPad/iPhone αŸ” αžœαžΆβ€‹αž’αŸ’αžœαžΎαžŸαž˜αž€αžΆαž›αž€αž˜αŸ’αž˜β€‹αžŠαŸ„αž™αžŸαŸ’αžœαŸαž™αž”αŸ’αžšαžœαžαŸ’αžαž·αž‡αžΆαž˜αž½αž™β€‹αž‚αžŽαž“αžΈβ€‹αžšαž”αžŸαŸ‹αž’αŸ’αž“αž€β€‹ αž“αž·αž„β€‹αž’αž“αž»αž‰αŸ’αž‰αžΆαžαž±αŸ’αž™β€‹αž’αŸ’αž“αž€αž’αžΆαž“αž–αŸαž›β€‹αž˜αžΆαž“αž’αŸŠαžΈαž“αž’αžΊαžŽαž·αž αž¬αž‚αŸ’αž˜αžΆαž“β€‹αž’αŸŠαžΈαž“αž’αžΊαžŽαž·αžβ€‹αž“αŸ…αž‚αŸ’αžšαž”αŸ‹αž‘αžΈαž€αž“αŸ’αž›αŸ‚αž„αŸ”
αž€αž»αŸ†αž–αŸ’αž™αžΌαž‘αŸαžšβ€‹αž™αž½αžšαžŠαŸƒ αž“αž·αž„αž€αž»αŸ†αž–αŸ’αž™αžΌαž‘αŸαžš
αž’αŸ’αž“αž€αž’αžΆαž…αžŸαŸ’αžŠαžΆαž”αŸ‹αžŸαŸ€αžœαž—αŸ…αž‡αžΆαžŸαŸ†αž‘αŸαž„αžŠαŸ‚αž›αž”αžΆαž“αž‘αž·αž‰αž“αŸ…αž€αŸ’αž“αž»αž„ Google Play αžŠαŸ„αž™αž”αŸ’αžšαžΎαž€αž˜αŸ’αž˜αžœαž·αž’αžΈαžšαž»αž€αžšαž€αžαžΆαž˜αž’αŸŠαžΈαž“αž’αžΊαžŽαž·αžαž€αŸ’αž“αž»αž„αž€αž»αŸ†αž–αŸ’αž™αžΌαž‘αŸαžšαžšαž”αžŸαŸ‹αž’αŸ’αž“αž€αŸ”
eReaders αž“αž·αž„β€‹αž§αž”αž€αžšαžŽαŸβ€‹αž•αŸ’αžŸαŸαž„β€‹αž‘αŸ€αž
αžŠαžΎαž˜αŸ’αž”αžΈαž’αžΆαž“αž“αŸ…αž›αžΎβ€‹αž§αž”αž€αžšαžŽαŸ e-ink αžŠαžΌαž…αž‡αžΆβ€‹αž§αž”αž€αžšαžŽαŸαž’αžΆαž“β€‹αžŸαŸ€αžœαž—αŸ…αž’αŸαž‘αž·αž…αžαŸ’αžšαžΌαž“αž·αž€ Kobo αž’αŸ’αž“αž€αž“αžΉαž„αžαŸ’αžšαžΌαžœβ€‹αž‘αžΆαž‰αž™αž€β€‹αž―αž€αžŸαžΆαžš αž αžΎαž™β€‹αž•αŸ’αž‘αŸαžšαžœαžΆαž‘αŸ…β€‹αž§αž”αž€αžšαžŽαŸβ€‹αžšαž”αžŸαŸ‹αž’αŸ’αž“αž€αŸ” αžŸαžΌαž˜αž’αž“αž»αžœαžαŸ’αžαžαžΆαž˜β€‹αž€αžΆαžšαžŽαŸ‚αž“αžΆαŸ†αž›αž˜αŸ’αž’αž·αžαžšαž”αžŸαŸ‹αž˜αž‡αŸ’αžˆαž˜αžŽαŸ’αžŒαž›αž‡αŸ†αž“αž½αž™ αžŠαžΎαž˜αŸ’αž”αžΈαž•αŸ’αž‘αŸαžšαž―αž€αžŸαžΆαžšβ€‹αž‘αŸ…αž§αž”αž€αžšαžŽαŸαž’αžΆαž“αžŸαŸ€αžœαž—αŸ…β€‹αž’αŸαž‘αž·αž…αžαŸ’αžšαžΌαž“αž·αž€αžŠαŸ‚αž›αžŸαŸ’αž‚αžΆαž›αŸ‹αŸ”