Advances in Real-Time Rendering in Games – Siggraph 2012 Slides

This course is the next installment in the established series of SIGGRAPH courses on real-time rendering. It presents the best graphics practices and research from the game-development community and provides practical and production-proven algorithms. The focus of the course is on the intersection between the game-development community and state-of-the-art 3D graphics research, and the potential … Read more

ShaderX Book Series

 

Direct3D ShaderX: Vertex and Pixel Shader Tips and Tricks (2002)
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ShaderX2: Introductions and Tutorials with DirectX 9.0 (2003)
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ShaderX2: Shader Programming Tips and Tricks with DirectX 9.0 (2003)
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ShaderX3: Advanced Rendering with DirectX and OpenGL (2004)
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ShaderX4: Advanced Rendering Techniques (Jan. 2006)
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ShaderX5: Advanced Rendering Techniques (Dec. 2006)
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ShaderX6: Advanced Rendering Techniques (2008)
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ShaderX7 (2009)
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Series edited by Wolfgang Engel

The first three volumes are available in PDF from here.

Combined Table of Contents

Items were grouped by section, and ordered alphabetically (volumes are displayed in parenthesis)

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Game Programming Gems Series

Game Programming Gems I
Edited by Mark DeLoura. 2000
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Game Programming Gems II
Edited by Mark DeLoura 2001
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Game Programming Gems III
Edited by Dante Treglia, 2002
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Game Programming Gems IV
Edited by Andrew Kirmse, 2004
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Game Programming Gems V
Edited by Kim Pallister, 2005
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Game Programming Gems VI
Edited by Mike Dickheiser, 2006
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Game Programming Gems VII
Edited by Scott Jacobs, 2008
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Game Programming Gems VIII
Edited by Adam Lake, 2010
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Combined Table of Contents

Items were grouped by section, and ordered alphabetically

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