Incredible Computer Graphics Revolution
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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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