 |  Explosive Computer Graphics Revolution
5 Aug 2004
Take part of the Explosive Computer Graphics Revolution with
Shaders for Game Programmers and Artists by Sebastien
St-Laurent.Take part of the Explosive Computer Graphics Revolution
with Shaders for Game Programmers and Artists by Sebastien
St-Laurent.Shaders for Game Programmers and Artists, a first of its
kind, is now available in online and stores worldwide. Many of the
most anticipated games such as Doom 3 (ID Software), HALO 2
(Bungie) and Half-Life 2 (Valve), take advantage of new
programmable Shader technology to create the most breathtaking
computer graphics. This new books takes a head-on approach
programmable shaders, allowing both developers and technically
minded artists to take advantage of this new revolution.REDMOND, WA
Shaders for Game Programmers and Artists, a first of its kind, is
now available in online and stores worldwide. Many of the most
anticipated games such as Doom 3 (ID Software), HALO 2 (Bungie) and
Half-Life 2 (Valve), take advantage of new programmable Shader
technology to create the most breathtaking computer graphics ever.
This new books takes a head-on approach programmable shaders,
allowing both developers and technically minded artists to take
advantage of this new revolution. The author of Shaders for Game
Programmers and Artists, Sebastien St-Laurent holds a degree in
Computer Engineering from Sherbrooke University in Qubec (Canada)
where he graduated at top of his class in 1999. Since then, he
worked on many video game titles including: Space Invaders, Dave
Mira Freestyle BMX, Dave Mira Freestyle BMX2, Aggressive Inline,
BMX XXX. Sebastien is now currently employed with the Microsoft
Corporation where he is a graphics developer for the upcoming
Microsoft Flight Simulator 2006. In a recent interview with the
author, he revealed the goals and ideas behind his new book:
Programmable shaders are the best and latest in the computer
graphic industry. With the latest generations of video cards out
there developed by ATI Technologies and nVidia, it is now possible
to draw interactive scenes on a computer with an unsurpassed
realism. With the current rate of advancement in this field, it is
only a matter of years before the quality of graphics generated
matches the visuals in some of most recent Hollywood movies such as
I, ROBOT or Spider Man 2. Some of the most anticipated video games
this year, such as Doom 3, HALO 2 and Half-Life 2, take full
advantage these cards and I wanted to show my readers exactly how
easily it could be done. Most books out there which cover the topic
of programmable shaders also covered broadly the topic of computer
graphics. I wanted to do something different and focus in-depth on
the specific topic of programmable shaders. To accomplish this, I
have taken advantage of a tool called RenderMonkey, developed by
ATI Technologies, to quickly prototype shaders and spend less time
worrying about the other aspects of computer graphics. ATI
Technologies, the creators of RenderMonkey, will be present at
Siggraph 2004 (August 8-12, 2004) where they will be hosting a more
in-depth talk on the benefits of using shader authoring tools such
as RenderMonkey. Thomson Learning, the publisher of the book, will
also be present at Siggraph in booth 1011. Shaders for Game
Programmers and Artists is on sale at online at
www.BarnesAndNoble.com and can also be found in bookstores around
the world including; Borders, Barnes & Noble and several other
retailers worldwide. |
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