Book Contents

Section Editors



ShaderX5 - Advanced Rendering Techniques

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:


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


November 18th, 2006
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

2001 - 2006 Wolfgang Engel, Carlsbad, CA, USA