BEN CLOWARD - Technical Artist
BOOK RECOMMENDATIONS
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My Favorites Shader Books!
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The Cg Tutorial - by Randima Fernando & Mark J. Kilgard
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The Complete Effect and HLSL Guide - by Sebastien St-Laurent
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Advanced Lighting and Materials With Shaders - by Kelly Dempski & Emmanuel Viale
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Shaders for Game Artists and Programmers - by Sebastien St-Laurent
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Breaking Into The Industry
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Becoming a Video Game Artist - by John Pearl
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Lighting
If you're interested in Lighting - creating high dynamic range textures and how to realistically light a CG scene, check these books out! |
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Digital Lighting and Rendering - by Jeremy Birn
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High Dynamic Range Imaging: Acquisition, Display, and Image-Based Lighting - by Eric Reinhard, Greg Ward, Sumanta Pattanaik, & Paul Debevec
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Math
Shaders use a crazy amount of math! These books will teach you everything you need. The great thing about these books is that they're specificly focused on the math for graphics so general principles have graphics applications and there aren't extra principles that are unneeded. |
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3D Math Primer for Graphics and Game Development - by Fletcher Dunn & Ian Parberry
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Mathematics for 3D Game Programming and Computer Graphics - by Eric Lengyel
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GPU & Shader Series
These books are collections of cool techniques you can use in your shaders. Each chapter is written by a different author and covers a unique technique. These books are pretty expensive, so I don't recommend getting all of them - but take a look at the table of contents and get the ones that cover the techniques you need. |
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GPU Gems
This series is sponsored by Nvidia. Some of these are available for free on Nvidia's web site. |
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GPU Pro - Edited by Wolfgang Engel
Another book series where each chapter is like a scholarly paper on a specific topic - but all focused on real-time and game graphics. Chapter authors are graphics researchers at universities as well as engineers in the video game industry. |
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ShaderX - Edited by Wolfgang Engel
Another book series where each chapter is like a scholarly paper on a specific topic - but all focused on real-time and game graphics. Chapter authors are graphics researchers at universities as well as engineers in the video game industry. |
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