This is the first book approaching the topic of shaders in such an accessible manner. By taking a simple, easy-to-follow approach to the high-level language of this topic and separating itself from 3D API's "Shaders for Game Programmers and Artists" brings the world of real-time shading to a broad audience, ranging from the game programming hobbyist to the seasoned game developer. This unique combination of its simple approach and the wide variety of techniques that are covered makes "Shaders for Game Programmers and Artists" a one-of-a-kind guide that can serve as both a tutorial for the classroom and a reference manual that can be used by developers throughout the development cycle.
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Sebastien St-Laurent holds a degree in Computer Engineering from Sherbrooke University in Québec (Canada) where he graduated at top of his class with a 3.9 GPA in 1999. From 1999 to 2003, he has been working for Z-Axis, LTD (an Activision Studio) and have worked on many video game titles including : Space Invaders (PC), Dave Mira Freestyle BMX (Playstation and PC), Dave Mira Freestyle BMX2 (Xbox), Aggressive Inline (Xbox) and BMX XXX (Xbox). Sebastien was the Xbox lead engineer for the company with tasks ranging from 3D engine development to shader and special effect creation. He is now a graphics engineer for Microsoft Corporation where he works on the next version of the Microsoft Flight Simulator. Sebastien St-Laurent has also recently published "Shaders for Game Programmers and Artists". A complete resume has been included at the end of this proposal for more complete information.
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