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...
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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...
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This book is the best than previous editions. Each article is a source of ideas for developing your engine or demo. If you want to know where the state of art is arrived, buy this book.
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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...
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