Pixel shaders are some of the more powerful graphic tools available for XAML programmers, but shader development bears little resemblance to traditional .NET programming. With this hands-on book, you’ll not only discover how to use existing shaders in your Windows Presentation Foundation (WPF) and Silverlight applications, you’ll also learn how create your own effects with XAML and Microsoft’s HLSL shading language. Graphic Shaders are used throughout the game and movie industry to improve onscreen graphics. They are versatile, doing important tasks like making computer rendered aliens look…mehr
Pixel shaders are some of the more powerful graphic tools available for XAML programmers, but shader development bears little resemblance to traditional .NET programming. With this hands-on book, you’ll not only discover how to use existing shaders in your Windows Presentation Foundation (WPF) and Silverlight applications, you’ll also learn how create your own effects with XAML and Microsoft’s HLSL shading language.Graphic Shaders are used throughout the game and movie industry to improve onscreen graphics. They are versatile, doing important tasks like making computer rendered aliens look realistic, providing the ripples on a background lake or growing fur on the latest Pixar monster. In the PC world, programmers are often delighted to find that shaders are nothing more than a miniature program that is optimized to run on the computers GPU. This happiness fades when they start exploring the strange programming model underlying shaders however. Because shaders are strung together in an unusual fashion and run on a massive parallel processer developers shouldn t use their traditional OO or procedural approach to writing code. Writing effective shaders requires a mind shift regarding how to craft a useful algorithm. To top it off, shaders are written in a unfamiliar C-like language. In the Microsoft DirectX world the dominant language is High Level Shader Language or HLSL.Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
Walt's enthusiasm for crafting software interfaces blossomed early. Just a few days after discovering how to make pixels move around the screen of a borrowed computer he was devouring books on the topic of computer graphics and UI design. Now he travels the world speaking at software conferences and teaching a diverse portfolio of programming topics for corporate clients. On the consulting side he continues to work with customers like Microsoft, HP, Intel, and Intuit and enjoys being part of the Wintellect consultant group. Recently he has entered the video training market producing .NET titles for Lynda.com He writes for several publications including Code Magazine and TechTarget.com. His current UI obsession revolves around the Windows 8 Metro, Silverlight, Surface and WPF APIs. You can find his blog at blog.wpfwonderland.com. Walt is also a Microsoft MVP and author of the free Shazzam WPF Shader utility (shazzam-tool.com).
Inhaltsangabe
Preface Who This Book Is For What You Need to Use This Book Contents of This Book Conventions Used in This Book Using Code Examples Safari® Books Online How to Contact Us Acknowledgments Foreword Chapter 1: Shader 101 1.1 Why Should XAML Developers Learn HLSL? 1.2 The Tale of the Shader 1.3 HLSL and DirectX 1.4 Understanding the Graphics Pipeline 1.5 XAML and Shaders 1.6 Summary Chapter 2: Getting Started 2.1 Setting Up Your Development Computer 2.2 Choosing a Shader Compiler 2.3 Other Tools to Consider 2.4 A First Shader Project 2.5 Custom Shader 2.6 Summary Chapter 3: Commonplace Pixel Shaders 3.1 A Word About Pseudocode 3.2 Color Modification 3.3 Distortion and Displacement 3.4 Blurs 3.5 Generative Effects 3.6 Multiple Inputs 3.7 Sampler Transition 3.8 Texture Map 3.9 Color Combination 3.10 Practical Uses for Shader Effects 3.11 Summary Chapter 4: How WPF and Silverlight Use Shaders 4.1 Framework Effects 4.2 Nested Effects 4.3 Expression Blend Effects 4.4 Custom Effects 4.5 Summary Chapter 5: Using Expression Blend and Visual Studio with Shaders 5.1 Creating a Project 5.2 Visual Studio Editor 5.3 Using Custom Effects in Blend 5.4 Transition Effects in Blend 5.5 Summary Chapter 6: Using the Shazzam Shader Editor 6.1 UI Tour 6.2 Create a Custom Shader 6.3 Summary Chapter 7: HLSL in Detail 7.1 Parallel Processing in Shaders 7.2 The Relationship Between DirectX and the GPU 7.3 Understanding Registers 7.4 Basic Structure of an HLSL Program 7.5 Type Casting 7.6 Shader Inputs 7.7 Other Code Constructs 7.8 Built-in Functions 7.9 Summary Chapter 8: The Zen of Shader Programming 8.1 Zen of Pixel Programming 8.2 Colors 8.3 Summary Resources Books Programming Premultiplied Alpha Blending Convolution Noise Tools Shazzam Settings
Preface Who This Book Is For What You Need to Use This Book Contents of This Book Conventions Used in This Book Using Code Examples Safari® Books Online How to Contact Us Acknowledgments Foreword Chapter 1: Shader 101 1.1 Why Should XAML Developers Learn HLSL? 1.2 The Tale of the Shader 1.3 HLSL and DirectX 1.4 Understanding the Graphics Pipeline 1.5 XAML and Shaders 1.6 Summary Chapter 2: Getting Started 2.1 Setting Up Your Development Computer 2.2 Choosing a Shader Compiler 2.3 Other Tools to Consider 2.4 A First Shader Project 2.5 Custom Shader 2.6 Summary Chapter 3: Commonplace Pixel Shaders 3.1 A Word About Pseudocode 3.2 Color Modification 3.3 Distortion and Displacement 3.4 Blurs 3.5 Generative Effects 3.6 Multiple Inputs 3.7 Sampler Transition 3.8 Texture Map 3.9 Color Combination 3.10 Practical Uses for Shader Effects 3.11 Summary Chapter 4: How WPF and Silverlight Use Shaders 4.1 Framework Effects 4.2 Nested Effects 4.3 Expression Blend Effects 4.4 Custom Effects 4.5 Summary Chapter 5: Using Expression Blend and Visual Studio with Shaders 5.1 Creating a Project 5.2 Visual Studio Editor 5.3 Using Custom Effects in Blend 5.4 Transition Effects in Blend 5.5 Summary Chapter 6: Using the Shazzam Shader Editor 6.1 UI Tour 6.2 Create a Custom Shader 6.3 Summary Chapter 7: HLSL in Detail 7.1 Parallel Processing in Shaders 7.2 The Relationship Between DirectX and the GPU 7.3 Understanding Registers 7.4 Basic Structure of an HLSL Program 7.5 Type Casting 7.6 Shader Inputs 7.7 Other Code Constructs 7.8 Built-in Functions 7.9 Summary Chapter 8: The Zen of Shader Programming 8.1 Zen of Pixel Programming 8.2 Colors 8.3 Summary Resources Books Programming Premultiplied Alpha Blending Convolution Noise Tools Shazzam Settings
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