After the tremendous success of ShaderX,
the ShaderX2 books, ShaderX3 a new book
project with an entirely new set of innovative ideas, techniques, and
algorithms will be started in 2005:
ShaderX4
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 - Eric
Haines
Environmental Effects - Matthias Wloka
Geometry Manipulation - Kenneth Hurley
3D Engine Design - Tom Forsyth
Beyond Pixels and Triangles - Dean Calver
Image Space - Natalya Tatarchuk
Rendering Techniques - Sebastien St. Laurent
Book
Schedule:
February 28th
, 2005 |
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
December 18th, 2006 |
ShaderX4
wins the Game Developer Frontline Award: click here.
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