After the tremendous success of
ShaderX,
the ShaderX2
books, ShaderX3 and ShaderX4,
a new book project with an entirely new set of innovative ideas,
techniques, and algorithms will be started in 2006:
ShaderX5
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 - Tom Forsyth
Global Illumination - Carsten Dachsbacher
Environmental Effects - Matthias Wloka
Mobile Devices - Kristof Beets
Geometry Manipulation - Wolfgang Engel
3D Engine Design - Wessam Bahnassi
Beyond Pixels and Triangles - Sebastien St. Laurent
Image Space - Natalya Tatarchuk
Rendering Techniques - Ken Hurley
Book
Schedule:
February
28th ,
2006 |
Proposals
due ! |
April
17th |
Authors
selected
and begin writing |
April
20th |
Contracts
sent out |
June
15th |
Deadline
for
Papers |
July
15th |
Peer
review
feedback due |
July
30th |
Revised
articles
due |
August
15th |
All CD
demos/code
due |
August
15th |
All
articles sent
to publisher |
September
30th |
Final CD
sent to
publisher
|
October
15th |
Editor
and
authors review book proofs |
December |
Release |
News
November 18th, 2006 |
Done.
|
|
June 16th, 2006 |
Reviewing of the articles began. Looks again like this book is even better than the previous one.
|
January 21th, 2006 |
First version of website up and running.
|
Please send
comments, suggestions and ideas to wolf@shaderx.com
© 2001 - 2006 Wolfgang
Engel, Carlsbad, CA, USA
|