Da: Books From California, Simi Valley, CA, U.S.A.
EUR 26,24
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Aggiungi al carrellopaperback. Condizione: Very Good.
Da: GreatBookPrices, Columbia, MD, U.S.A.
EUR 44,41
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Aggiungi al carrelloCondizione: New.
Da: BargainBookStores, Grand Rapids, MI, U.S.A.
EUR 46,84
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Aggiungi al carrelloPaperback or Softback. Condizione: New. Practical Shader Development: Vertex and Fragment Shaders for Game Developers 1.54. Book.
Da: Lakeside Books, Benton Harbor, MI, U.S.A.
EUR 43,46
Convertire valutaQuantità: Più di 20 disponibili
Aggiungi al carrelloCondizione: New. Brand New! Not Overstocks or Low Quality Book Club Editions! Direct From the Publisher! We're not a giant, faceless warehouse organization! We're a small town bookstore that loves books and loves it's customers! Buy from Lakeside Books!
Da: Lucky's Textbooks, Dallas, TX, U.S.A.
EUR 47,11
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Aggiungi al carrelloCondizione: New.
Da: California Books, Miami, FL, U.S.A.
EUR 53,18
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Aggiungi al carrelloCondizione: New.
Da: GreatBookPrices, Columbia, MD, U.S.A.
EUR 52,64
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Aggiungi al carrelloCondizione: As New. Unread book in perfect condition.
Da: Russell Books, Victoria, BC, Canada
EUR 64,18
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Aggiungi al carrelloSoftcover. Condizione: New. Special order direct from the distributor.
Da: GreatBookPricesUK, Woodford Green, Regno Unito
EUR 59,01
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Aggiungi al carrelloCondizione: New.
Da: GreatBookPricesUK, Woodford Green, Regno Unito
EUR 60,83
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Aggiungi al carrelloCondizione: As New. Unread book in perfect condition.
Da: Chiron Media, Wallingford, Regno Unito
EUR 60,38
Convertire valutaQuantità: 10 disponibili
Aggiungi al carrelloPF. Condizione: New.
Da: Ria Christie Collections, Uxbridge, Regno Unito
EUR 66,23
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Aggiungi al carrelloCondizione: New. In.
Da: Revaluation Books, Exeter, Regno Unito
EUR 73,87
Convertire valutaQuantità: 2 disponibili
Aggiungi al carrelloPaperback. Condizione: Brand New. 402 pages. 9.75x6.75x0.75 inches. In Stock.
Da: THE SAINT BOOKSTORE, Southport, Regno Unito
EUR 75,28
Convertire valutaQuantità: Più di 20 disponibili
Aggiungi al carrelloPaperback / softback. Condizione: New. This item is printed on demand. New copy - Usually dispatched within 5-9 working days 790.
Da: AHA-BUCH GmbH, Einbeck, Germania
EUR 73,88
Convertire valutaQuantità: 1 disponibili
Aggiungi al carrelloTaschenbuch. Condizione: Neu. nach der Bestellung gedruckt Neuware - Printed after ordering - It's time to stop thinking that shaders are magical. You can use shaders to turn data into stunning visual effects, and get your hands dirty by building your own shader with this step-by-step introduction to shader development for game and graphics developers. Learn how to make shaders that move, tint, light up, and look awesome, all without cracking open a math textbook. Practical Shader Development teaches the theory behind how shaders work. The book also shows you how to apply that theory to create eye-popping visual effects. You'll learn to profile and optimize those effects to make sure your projects keep running quickly with all their new visuals. You'll learn good theory, good practices, and without getting bogged down in the math. Author Kyle Halladay explains the fundamentals of shader development through simple examples and hands-on experiments. He teaches you how to find performance issues in shaders you are using and then how to fix them. Kyle explains (and contrasts) how to use the knowledge learned from this book in three of the most popular game engines today. What You'll Learn Understand what shaders are and how they workGet up to speed on the nuts and bolts of writing vertex and fragment shadersUtilize color blending and know how blend equations workKnow the coordinate spaces used when rendering real-time computer graphicsUse simple math to animate characters, simulate lights, and create a wide variety of visual effectsFind and fix performance problems in shadersSee how three popular game engines (Unity, UE4, Godot) handle shaders Who This Book Is For Programmers who are interested in writing their own shaders but do not know where to start, anyone who has ever seen shader code on a forum and wished they knew how to modify it just a little bit to fit into their own projects, and game developers who are tired of using the default shaders found in the game engines they are using. The book is especially useful for those who have been put off by existing shader tutorials which introduce complex math and graphics theory before ever getting something on the screen.