Real-Time Shader Programming

Real-Time Shader Programming Covering DirectX 9.0

Ron Fosner

MORGAN KAUFMANN PUBLISHERS
AN IMPRINT OF ELSEVIER SCIENCE

Publishing Director: Diane D. Cerra
Publishing Services Manager: Edward Wade
Project Managment/Proofreading: Yonie Overton
Editorial Coordinator: Mona Buehler
Cover Design: Ross Carron Design
Text Design: Frances Baca Design
Composition: Proctor-Willenbacher
Technical Illustration: Dartmouth Publishing, Inc.
Copyeditor: Robert Fiske
Indexer: Richard Shrout
Interior Printer: Quebecor World Book Services
Cover Printer: Phoenix Color Corporation

About the cover: The cover image, "Pipe Dream" Demo, is taken from a real-time DirectX 9 Radeon 9700 version of "Pipe Dream" from Animusic's DVD entitled, ANIMUSIC: A Computer Animation Video Album (http://www.animusic.com). This was shown in offline-rendered form in the Electronic Theatre at Siggraph 2001. All of the animation is data-driven from the original data from the Animusic demo. However, the motion blur is done using shaders to dynamically alter the shape and lighting of the balls (which are really a cylinder covered by two hemispheres) and the strings (which have a static string shape and a plucked vibrating shape). For example, a ball's shape was distorted in the vertex shader by stretching the length of the cylinder's axis from the ball's apparent velocity. The velocity was used to calculate a vertex blurriness factor in the vertex shader, which was then passed to the pixel shader, where the blurriness was used to spread out the specular highlights and make the highlight spread in the direction of travel. The full details can be found...

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