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ShaderX8 - Advanced Rendering Techniques

After the tremendous success of ShaderX, the ShaderX2 books, ShaderX3, ShaderX4, ShaderX5, ShaderX6, ShaderX7 a new book project with an entirely new set of innovative ideas, techniques, and algorithms will be started in 2009:

ShaderX8

Game developers of all levels will find insightful tips and tools from this unique collection. Written by game programming experts, each contribution will cover advanced rendering techniques that run on the DirectX and OpenGL run-time with any shader language available.
Each section of the book(s) will be headed by a Section editor.

Shadows - Wolfgang Engel
Beyond Pixels and Triangles - Sebastien St. Laurent
Handheld Devices - Kristof Beets
Game Postmortems - Matthias Wloka
Geometry Manipulation - Natalya Tatarchuk
3D Engine Design - Wolfgang Engel
Image Space - Christopher Oat
Rendering Techniques - Wessam Bahnassi
Global Illumination - Carsten Dachsbacher
Mathematics - Sam Martin

Book Schedule:

May 17th, 2009 Proposals due !
June 17th Authors selected and begin writing
August 17th Deadline for Papers
September 1st Peer review feedback due
September 15th Revised articles due
October 1st All CD demos/code due
October 1st All articles sent to publisher
October 15th

Final CD sent to publisher

December Release

News

June 30th, 2009
We are already running at full-steam ... the articles of the geometry section still need to be accepted but other than this the authors got contracts and writing guidelines.
March 14th, 2009
Setup this website. This time we will have a section on Mathematics for graphics programmers.

Please send comments, suggestions and ideas to wolf@shaderx.com

© 2001 - 2009 Wolfgang Engel, Carlsbad, CA, USA