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ShaderX4: Advanced Rendering Techniques (Graphics Series) (英語) ハードカバー – 2006/1/6


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商品の説明

内容紹介

ShaderX4: Lighting & Rendering is a new volume in this successful series. All of the articles are brand new and provide graphics and game programmers with innovative, ready-to-use techniques and tips for programming cutting-edge shaders. All of the techniques are written by pros and each section is edited by an industry expert. These techniques have evolved from work on movies, games, and animation. By using these techniques, programmers will become more efficient and better prepared to overcome a variety of shader programming challenges.

著者について

Wolfgang F. Engel (Frankenthal, Germany) regularly publishes articles that appear on www.gamedev.net and www.gamasutra.com. He is also the editor of the ShaderX series of books, and author of Programming Vertex and Pixel Shaders {July 2004}.


登録情報

  • ハードカバー: 575ページ
  • 出版社: Charles River Media; Har/Cdr版 (2006/1/6)
  • 言語: 英語
  • ISBN-10: 1584504250
  • ISBN-13: 978-1584504252
  • 発売日: 2006/1/6
  • 商品パッケージの寸法: 23.9 x 19.2 x 4 cm
  • おすすめ度: この商品の最初のレビューを書き込んでください。
  • Amazon 売れ筋ランキング: 洋書 - 284,825位 (洋書の売れ筋ランキングを見る)
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Amazon.com: 5つ星のうち 4.3 6 件のカスタマーレビュー
5 人中、5人の方が、「このレビューが参考になった」と投票しています。
5つ星のうち 3.0 Perhaps could be better 2007/3/19
投稿者 M. Duncan - (Amazon.com)
形式: ハードカバー Amazonで購入
Whilst the content is quite good it probably isn't on par with some other books by say Matt Pharr, books from ACM or Academic Press I think the biggest issue with the book is that the quality of the paper is a bit below par and all images are black and white.

Normally black and white isn't a problem, but when the book is about graphics and there is a statement in the book like (e.g.) "...notice the unique HLSL effect on the blue ball compared to the green..." it makes it a bit difficult. Even a color plate section would have been nice.
13 人中、10人の方が、「このレビューが参考になった」と投票しています。
5つ星のうち 3.0 showoffs 2006/6/24
投稿者 Stylianou Soteris - (Amazon.com)
形式: ハードカバー Amazonで購入
I was disappointed not to find any code - only demos of applications on a few of the chapters (e.g radiosity tool, gpu terrain). IMHO it is better to have fewer topics/chapters and better coverage of each topic, with source code etc. As M. Severino 's review correctly states 'Each article is a source of ideas ', so don't expect to learn how to implement all the techniques in the book.

Some authors have included lots of code, others have included none.

I vote against the "*gems-style" books, more attention to the educational side of these books is needed. Flashy programmers who want to show off please go elsewhere.
5 人中、3人の方が、「このレビューが参考になった」と投票しています。
5つ星のうち 5.0 The State of the Art in Advanced Graphics Programming 2006/3/3
投稿者 John Matlock - (Amazon.com)
形式: ハードカバー
This is the fourth edition in this series of books on advanced graphics.

This book is a collection of forty-three articles around the common theme of shading images in real time. Many of these effects have been common in the movie world for many years, but in that application the shading can be done on very expensive machines and the time it takes to produce an image is not important because the resulting image is to be shown on screen rather than immediately on a display. Now, with the increasing power in the PC's in widespread use, these techniques are being brought down to the standard desktop.

In this book a wide selection of authors discuss the start of the art in shading. They are, for the most part, active professionally in the graphics display business. A number of them work for video card companies, a number work for gaming companies, or for companies producing software used in gaming. Many are involved with the computer science departments of universities around the world where the most advanced image programming is being researched.

This approach provides for a fast time to print, rather than one author taking a year to write the book. In this industry a year is a lifetime, well, at least a generation in the software.
2 人中、0人の方が、「このレビューが参考になった」と投票しています。
5つ星のうち 5.0 Good series 2007/5/13
投稿者 Petr Sikachev - (Amazon.com)
形式: ハードカバー Amazonで購入
Its hard for me to treat the books of this series separately (ShaderX 3, ShaderX 4, ShaderX 5). They are all very good books of GPU-Gems level or higher. In comparison with GPU Gems, they are more academic, i. e. they are rather short and more applicable to wide range of applications then GPU Gems ones (while GPU Gems series is more scientific, state of the art, considering one particular research) and the accompanying CD is much more better (lots of working examples, most with source code).

Sections (Image-Space, Shadows) are also very helpful to figure out what is useful for you.

This series is not for beginners anyway, so please, go Cg Tutorial or DX SDK Tutorial and don't put 2 or 3 marks for these books because you can't cope with them.
7 人中、3人の方が、「このレビューが参考になった」と投票しています。
5つ星のうち 5.0 Advanced graphics hardware and software techniques 2006/3/16
投稿者 D. Donovan, Editor/Sr. Reviewer - (Amazon.com)
形式: ハードカバー
Wolfgang Engel edits SHADER X4: ADVANCED RENDERING TECHNIQUES, a toolbox of advanced graphics hardware and software techniques for any student of graphics programming. SHADER X4 especially lends to classroom use, with its articles covering everything from interlaced rendering and fog volume issues to real-time environment mapping and Shader subsystems. While the coverage can help novices, it's especially noted for advanced graphics programmers who will relish the equations, charts, and more technical discussions.
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