After the tremendous success of
ShaderX,
the ShaderX2
books, ShaderX3, ShaderX4, ShaderX5
a new book project with an entirely new set of innovative ideas,
techniques, and algorithms will be started in 2007:
ShaderX6
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 -
Willem H. de Boer
Global Illumination - Carsten Dachsbacher
Environmental Effects - Matthias Wloka
Handheld Devices - Wolfgang Engel
Geometry Manipulation - Tom Forsyth
3D Engine Design - Wessam Bahnassi
Beyond Pixels and Triangles - Sebastien St-Laurent
Image Space - Natalya Tatarchuk
Rendering Techniques - Ken Hurley
Book
Schedule:
April
1st ,
2007 |
Proposals
due ! |
June
17th |
Authors
selected
and begin writing |
June
20th |
Contracts
sent out |
August
15th |
Deadline
for
Papers |
September 15th |
Peer
review
feedback due |
September
30th |
Revised
articles
due |
October 15th |
All CD
demos/code
due |
October
15th |
All
articles sent
to publisher |
November
30th |
Final CD
sent to
publisher
|
December
15th |
Editor
and
authors review book proofs |
February |
Release |
News
December 15th, 2007 |
Final edits already started. It
seems like we will hit the February release date before GDC ... let's
see :-)
|
October 11th, 2007 |
The first articles are finalized
and the book looks fantastic :-). This book is even better than the
previous ones.
|
November 18th, 2006 |
New website up.
|
Please send
comments, suggestions and ideas to wolf@shaderx.com
© 2001 -
2007 Wolfgang
Engel, Carlsbad, CA, USA
|