#contents
----
3D Graphics、アルゴリズム、幾何学関連、Shaderなど自分でもカテゴライズが良く分からないリンク集
-[[OpenGL]]
-[[link集/DirectX]]
-[[link集/3D Model Data]]
-[[link集/VR]]
-[[link集/ProgrammingTechnology#Algorithm]]

各種ライセンスについては、下記ページも参照方。
-[[link集/その他#license]]

関連ドキュメント
-[[Document/SourceForge.jp]] - SourceForge.jpの利用方法
-[[Document/SourceForge.net]] - SourceForge.netの利用方法

*一般 [#General]
:[[Real-Time Rendering:http://www.realtimerendering.com]]|Real-Time Renderingに関するリンク集。
:[[CIGI(The Common Image Generator Interface):http://cigi.sf.net]] <LGPL>|The Common Image Generator Interface (CIGI) is an interface designed to promote a standard way for a host device to communicate with an image generator (IG) in the simulation industry.
&br;全く英語力が無いので適当な解釈ですが、演算処理〜画面表示間のデータフォーマットをICD(Interface Control Document)で明確に定義するシミュレーションフレームワーク的なものか?
:[[CCL(CIGI Class Library):http://cigi.sf.net]] <LGPL>|The CCL is a C++ language library for implementing CIGI in both host and IG applications.

**参考情報 [#General_Info]
:[[GAME Watch > 3Dゲームファンのためのグラフィックス講座:http://www.watch.impress.co.jp/game/docs/backno/rensai/3dg.htm]]|
:[[3D STRONG WARRIORS:http://www.cam.hi-ho.ne.jp/strong_warriors/]]|ゲーム3分クッキング、3年D組モチヲ先生等。
:[[山亀本舗のこころ:http://www.yamagame.com/MyWeb/Heart/entrance.html]]|ベクトルテクニックノートは一通りまとまっていて良い。
:[[spin(shader programmer's insight) - Silicon Studio Corp.:http://spin.s2c.ne.jp]]|シェーダー関連情報、DirectX SDK及び各種イベント情報等。
:[[3D Object Intersection:http://www.realtimerendering.com/int/]]|3D立体オブジェクトの交差判定。
:[[Collision detection & Response:http://www.peroxide.dk/download/tutorials/tut10/pxdtut10.html]]|衝突判定。

-Blog
:[[新 masafumi's Diary:http://masafumi.cocolog-nifty.com/masafumis_diary/]]|リアルタイム3DCG技術に関してあれこれと日々の雑記.
:[[lucille開発日記:http://lucille.atso-net.jp/blog/]]|オフラインレンダラと大域照明の技術について取り上げます。

**Library [#General_Lib]
:[[Sh:http://www.libsh.org]] / http://sf.net/projects/libsh <LGPL>|Sh is a programming language built on top of C++. It can be used to write shaders that run on top of modern graphics processing units (GPUs), or write stream programs that run on GPUs or CPUs.
:[[vmtk(Vascular Modeling Toolkit):http://villacamozzi.marionegri.it/~luca/vmtk/doku.php]] / http://sf.net/projects/vmtk <BSD>|Libraries and tools for 3D reconstruction, geometric analysis, mesh generation and surface data analysis in image-based blood vessel modeling.
&br;血管を描画するライブラリ[[bvg(Blood Vessel Geometry):http://villacamozzi.marionegri.it/~luca/vmtk/doku.php?id=vmtk:bvg]]等が有る模様。
:[[GPUPPUR:http://sourceforge.jp/projects/gpuppur]] / [[Blog:http://d.hatena.ne.jp/gpuppur/]] <MIT/X>| 
C++言語から使う汎用リアルタイム3Dレンダリングライブラリです。世界最速で高機能なライブラリとなることを目指しています。現在、レイトレーシング法とラスタライズ法の両方を同じインターフェースから利用できます。

***数学/物理 [#General_Lib_Math]

-for C/C++
:[[ODE(Open Dynamics Engine&trade;):http://ode.org]] <BSD>|ODE is an open source, high performance library for simulating rigid body dynamics. It is fully featured, stable, mature and platform independent with an easy to use C/C++ API.
&br;剛体力学ライブラリ。
&br;[[demura.net > ODE&教育:http://demura.net/archives/3education/]] - 環境構築及び利用方法
:[[CgMath(The Common Graphics Math Library):http://blue.gotdns.com/cgmath]]|The Common Graphics Math Library aims to provide the fundamental mathematical structures used in 2D and 3D graphics. cgmath also attempts to interface well with OpenGL.
&br;[[doxygen出力のクラスリファレンス:http://blue.gotdns.com/~john/cgmath/current_doc/]]
:[[boost::math::quaternion:http://boost.cppll.jp/HEAD/libs/math/quaternion/index.html]]|quaternionクラスは四元数の数学オブジェクトの実装を提供する。
:[[Open Producer:http://www.andesengineering.com/Producer/]] <LGPL>|Open Producer (or simply Producer) is a cross-platform C++/OpenGL library that is focused on Camera control. Producer's Camera provides projection, field of view, viewpoint control, and frame control. Further, Producer can be used in a multi-tasking environment to allow multiple Camera's to run in parallel supporting hardware configurations with multiple display subsystems.
:[[OpenGL Mathematics:http://sf.net/projects/glf]] <LGPL>|OpenGL Mathematics is a LGPL crossplatform project that provides mathematics tools based on GLSL specification and extend GLSL features using extensions.
:[[OPAL(Open Physics Abstraction Layer):http://sf.net/projects/opal]] <BSD/LGPL>|A high-level interface for low-level physics engines used in games, robotics simulations, and other 3D applications. Features a simple C++ API, intuitive objects (e.g. Solids, Joints, Motors, Sensors), and XML-based file storage for complex objects.
:[[Bullet Physics Library:http://sf.net/projects/bullet]] <zlib/libpng>|Bullet is a 3D Collision Detection and Rigid Body Dynamics Library for games. ZLib license, free for commercial use, including Playstation 3. Sphere, box,cylinder,cone,convex hull&triangle mesh, swept collision test, constraints and COLLADA 1.4 Physics.
&br;[[Sony Vector Math library and SIMD math library open sourced:http://bulletphysics.com/Bullet/phpBB2/viewtopic.php?p=4884]]
:[[DynaMo - Dynamic Motion library:http://home.iae.nl/users/starcat/dynamo/]] <LGPL>|Dynamo is a software library providing classes that takes care of the calculation of the motions of geometries moving under the influence of forces and torques and impulses.
:[[ewton Game Dynamics:http://www.newtondynamics.com]] <[[URL:http://www.newtondynamics.com/SDKLicense.html]]>|Newton Game Dynamics is an integrated solution for real time simulation of physics environments. The API provides scene management, collision detection, dynamic behavior and yet it is small, fast, stable and easy to use.
:[[Tokamak Game Physics:http://www.tokamakphysics.com]] / http://sf.net/projects/tokamakp <BSD>|Tokamak Game Physics SDK is a high performance real-time physics library designed specially for games.

-for Python
:[[Python-ODE Bindings:http://sf.net/projects/pyode]] <LGPL>|PyODE is a set of open-source Python bindings for The Open Dynamics Engine, an open-source physics engine.

***Collision Detection(衝突判定) [#General_Lib_CollisionDetection]

-for C/C++
:[[FreeSOLID:http://www.win.tue.nl/~gino/solid/]] / http://sf.net/projects/freesolid <LGPL>|FreeSOLID is a library for collision detection of three-dimensional objects undergoing rigid motion and deformation. FreeSOLID is designed to be used in interactive 3D graphics applications.
:[[RAPID(Robust and Accurate Polygon Interference Detection):http://www.cs.unc.edu/~geom/OBB/OBBT.html]]| RAPID is a  robust and accurate polygon interference detection  library for large environments composed of unstructured models.
:[[OPCODE(Optimized Collision Detection):http://www.codercorner.com/Opcode.htm]]|OPCODE is a new small collision detection library. It is similar to popular packages such as SOLID or RAPID, but more memory-friendly, and often faster.
&br;[[OPCODE以外にも色々あり:http://www.codercorner.com/Coder.htm]]
:[[ColDet:http://photoneffect.com/coldet/]] <LGPL>|This library is an effort to provide a free collision detection library for generic polyhedra. Its purpose is mainly for 3D games where accurate detection is needed between two non-simple objects.

**Tool [#General_Tool]
:[[GLIntercept:http://glintercept.nutty.org]] <GPL>|GLIntercept is a OpenGL function call interceptor.
:[[OGLE(OpenGL Extractor):http://ogle.eyebeamresearch.org]] <GPL>|OGLE is a software package by Eyebeam R&D that allows for the capture and re-use of 3D geometry data from 3D graphics applications running on Microsoft Windows.
&br;GLInterceptのPlug-inとして動作する。

--関連情報
::[[inquisitor > 3次元画面キャプチャ―OpenGLExtractor:http://inquisitor.air-nifty.com/blog/2006/02/3mdashopenglext_97ba.html]]|OpenGLの命令をキャプチャして3Dモデルを再現するOpenGLExtractor。Google Earth(無料版)で試してみた

:[[FFFF(Fast Floating Fractal Fun):http://sf.net/projects/ffff]] <GPL>|FFFF is the fastest Win32/OSX/Linux/IRIX Mandelbrot generator. Features OpenGL, realtime zoom, SSE/AltiVec QuadPixel, SSE2/3DNow! DualPixel calc, FPU per pixel calc, GPU asm (Fragment/Vertex) calc, multiprocessor support, and benchmarking. Opt asm code!
:[[VortexGE:http://bluewind25.org]] <LGPL>|VortexGE is a software 3D renderer for the X environment that was created without using OpenGL/MesaGL. It also supports 2D image manipulations and audio access and is intended for creating Linux games without needing 3D card acceleration.
:[[NVIDIA > NVPerfHUD:http://developer.nvidia.com/object/nvperfhud_home.html]]|Part of [[VPerfKit:http://developer.nvidia.com/object/nvperfkit_home.html]], NVPerfHUD is a powerful performance analysis tool that gives you unparalleled insight into how your application uses the GPU. It allows you to analyze your application from a global view to individual draw calls, providing numerous graphics pipeline experiments, graphs of performance metrics, and interactive visualization modes.

**書籍 [#General_Books]
~アルゴリズム関連は [[link集/ProgrammingTechnology#Algorithm_Books]] に有り。
~数学関連は [[link集/情報収集系#Mathematics]] に有り。

-和書
:&amazon(4320026632,title);|&amazon(4320026632,price);円。回転軸と回転角の算出方法やRoll/Pitch/Yawに関する説明等。
:&amazon(4254201141,title);|&amazon(4254201141,price);円。文系な人でもベクトルの考え方等の基礎的部分の参考になる。
:&amazon(4769350996,title);|&amazon(4769350996,price);円。文系な人でもベクトルの考え方等の基礎的部分の参考になる。
:&amazon(4526021431,title);|&amazon(4526021431,price);円。
:&amazon(4274065367,title);|&amazon(4274065367,price);円。
:&amazon(4274065650,title);|&amazon(4274065650,price);円。
:&amazon(4862460186,title);|&amazon(4862460186,price);円。[[サポートページ:http://www.3drender.com]]
:&amazon(4797332956,title);|&amazon(4797332956,price);円。
:&amazon(4939007359,title);|&amazon(4939007359,price);円。[[サポートページ:http://www.borndigital.co.jp/book/support/index.html]]。原書:&amazon(1568811829,title);
:&amazon(4781910807,title);|&amazon(4781910807,price);円。
:&amazon(4627841426,title);|&amazon(4627841426,price);円。
:&amazon(4320120779,title);|&amazon(4320120779,price);円。
:&amazon(4627846916,title);|&amazon(4627846916,price);円。
:&amazon(4274066924,title);|&amazon(4274066924,price);円。
//:&amazon(,title);|&amazon(,price);円。

-洋書
:&amazon(0123361559,title);|&amazon(0123361559,price);円。グラフィック描画における要所を押さえるには良いかも。
:&amazon(1558608389,title);|&amazon(1558608389,price);円。[[サポートページ?:http://lodbook.com]] では色々Download出来たり、有用そうなリンク有り。
:&amazon(1584502991,title);|&amazon(1584502991,price);円。
:&amazon(1558607404,title);|&amazon(1558607404,price);円。
:&amazon(0672318350,title);|&amazon(0672318350,price);円。
:&amazon(0201619210,title);|&amazon(0201619210,price);円。
:&amazon(1931841276,title);|&amazon(1931841276,price);円。
:&amazon(1568812663,title);|&amazon(1568812663,price);円。
//:&amazon(,title);|&amazon(,price);円。

***数学/物理 [#General_Books_Math]

-和書
:&amazon(4777510166,title);|&amazon(4777510166,price);円。クォータニオン(四次元数)に関する入門書。[[サポートページ:http://www-sens.sys.es.osaka-u.ac.jp/users/kanaya/books-ja.html]]。
:&amazon(477751031X,title);|&amazon(477751031X,price);円。GLUTを使用した実践的なコードが掲載されている。[[サポートページ:http://www-sens.sys.es.osaka-u.ac.jp/users/kanaya/books-ja.html]]。
:&amazon(493900791X,title);|&amazon(493900791X,price);円。[[サポートページ:http://www.borndigital.co.jp/book/support/index.html]]。原書:&amazon(1558607323,title);
:&amazon(4939007898,title);|&amazon(4939007898,price);円。[[サポートページ:http://www.borndigital.co.jp/book/support/index.html]]。
:&amazon(427406526X,title);|&amazon(427406526X,price);円。原書:&amazon(0596000065,title);
:&amazon(4775304690,title);|&amazon(4775304690,price);円。[[正誤表:http://www.game-writer.com/konogoro/atushi/cmp/index.html]]
:&amazon(4797335955,title);|&amazon(4797335955,price);円。
:&amazon(4806115878,title);|&amazon(4806115878,price);円。
:&amazon(4777510670,title);|&amazon(4777510670,price);円。
:&amazon(4939007375,title);|&amazon(4939007375,price);円。
:&amazon(4797356774,title);|&amazon(4797356774,price);円。
&br;&amazon(4797329076,title);
:&amazon(4777514714,title);|&amazon(4777514714,price);円。
&br;&amazon(4777513599,title);
:&amazon(4873113776,title);|&amazon(4873113776,price);円。
&br;原書:&amazon(1556229119,title); - [[サポートページ:http://www.wordware.com/computer/updates_errata.shtml]]
:&amazon(4775303589,title);|&amazon(4775303589,price);円。
:&amazon(4777515400,title);|&amazon(4777515400,price);円。

-洋書
:&amazon(155860801X,title);|&amazon(155860801X,price);円。衝突検知
:&amazon(012229064X,title);|&amazon(012229064X,price);円。衝突検知
:&amazon(0387985999,title);|&amazon(0387985999,price);円。
:&amazon(1584503807,title);|&amazon(1584503807,price);円。
:&amazon(0123750792,title);|&amazon(0123750792,price);円。

*GPU(Graphics Processing Unit) [#GPU]
:[[GPGPU.org:http://www.gpgpu.org]]|GPGPU stands for General-Purpose computation on GPUs.
:[[Microsoft DirectX DirectCompute:http://msdn.microsoft.com/ja-jp/directx/default.aspx]]|

**NVIDIA CUDA [#GPU_CUDA]
:[[NVIDIA CUDA ZONE:http://www.nvidia.co.jp/object/cuda_home_new_jp.html]]|
:[[NVIDIA Prallel Nsight:http://www.nvidia.co.jp/object/parallel-nsight-jp.html]]|

***Library [#GPU_CUDA_Lib]
:[[Thrust:http://code.google.com/p/thrust/]] <Apache License V2.0>|Thrust is a CUDA library of parallel algorithms with an interface resembling the C++ Standard Template Library (STL).

***書籍 [#GPU_CUDA_Books]

-和書
:&amazon(4777514773,title);|&amazon(4777514773,price);円。
:&amazon(479802578X,title);|&amazon(479802578X,price);円。
:&amazon(4862461336,title);|&amazon(4862461336,price);円。
&br;原書:&amazon(0123814723,title);

-洋書
:&amazon(0131387685,title);|&amazon(0131387685,price);円。[[サポート情報:http://developer.nvidia.com/object/cuda-by-example.html]]

**OpenCL(Open Computing Language) [#GPU_OpenCL]
:[[OpenCL(Open Computing Language):http://www.khronos.org/opencl/]]|
:[[SNU-SAMSUNG OpenCL Framework:http://opencl.snu.ac.kr]] <LGPL>|SNU-SAMSUNG OpenCL Framework builds on 32-bit, 64-bit flavors of Linux. SNU-SAMSUNG OpenCL Framework supports multiple target machines such as Cell BE processors, ARM processors, DSP processors, x86 CPUs, and multiple GPUs.

***書籍 [#GPU_OpenCL_Books]
-和書
:&amazon(484432814X,title);|&amazon(484432814X,price);円。[[サポート情報:http://www.fixstars.com/company/books/opencl/]]。
:&amazon(4877832378,title);|&amazon(4877832378,price);円。[[サポート情報:http://www.cutt.co.jp/book/978-4-87783-237-7.html]]。
:&amazon(4798026085,title);|&amazon(4798026085,price);円。[[サポート情報:http://www.shuwasystem.co.jp/support/7980html/2608.html]]。

**Library [#GPU_Lib]
:[[GPULab:http://sf.net/projects/gpulab]]|GPULab is a DLL for the GPGPU. It can be used in .net projects to do stream calculus in the GPU. It is based on a matlab-like language to hide the details of the implementation.
:[[Lib GPU FFT:http://sf.net/projects/gpufft]]|A library to harness the power of a GPU to perform Fast Fourier Transforms

**Tool [#GPU_Tool]
:[[GPU-RT:http://sf.net/projects/gpurt]] <BSD>|GPU based Ray Tracer using GLSL and HLSL

**書籍 [#GPU_Books]

***和書
:&amazon(4844327550,title);|&amazon(4844327550,price);円。
&br;[[Web連載が書籍化:http://journal.mycom.co.jp/column/graphics/index.html]]
:&amazon(4844329510,title);|&amazon(4844329510,price);円。
&br;[[Web連載が書籍化:http://game.watch.impress.co.jp/docs/series/3dcg/]]

-GPU Gems
:&amazon(4939007693,title);|&amazon(4939007693,price);円。原書:&amazon(0321228324,title);
&br;原書は[[NVIDIAのGPU Gemsのサイト:http://developer.nvidia.com/object/gpu_gems_home.html]]で[[無料公開中:http://developer.download.nvidia.com/books/HTML/gpugems/gpugems_part01.html]]。[[付属CD-ROM:http://developer.nvidia.com/object/gpu_gems_cd.html]]。
:&amazon(4939007952,title);|&amazon(4939007952,price);円。原書:&amazon(0321335597,title);
&br;原書は[[NVIDIAのGPU Gems2のサイト:http://developer.nvidia.com/object/gpu_gems_2_home.html]]で無料公開中。[[付属CD-ROM:http://download.nvidia.com/developer/GPU_Gems_2/CD/Index.html]]。
:&amazon(4862460631,title);|&amazon(4862460631,price);円。原書:&amazon(0321515269,title);

***洋書
:&amazon(3540332626,title);|&amazon(3540332626,price);円。[[サポートページ:http://www.springer.com/dal/home/math?SGWID=1-10042-22-168318673-0]]
:&amazon(1568814720,title);|&amazon(1568814720,price);円。

*Shader [#Shader]
:[[Shader Tech - GPU Programming:http://www.shadertech.com]]|各種Shader情報。[[Shader SourceCode Archive:http://www.shadertech.com/shaders/]]も有り。
:[[OpenVIDIA : Parallel GPU Computer Vision:http://sf.net/projects/openvidia]] <GPL>|The Openvidia project implements computer vision algorithms on computer graphics hardware, in OpenGL and Cg.

**Tool [#Shader_Tool]
:[[Eclipse Shaders:http://sf.net/projects/glshaders]]|This [[Eclipse plugin>link集/開発環境系#IDEPlugin_Eclipse]] help you to create, edit and verify your GLSL (OpenGL Shading Language) and NVidia CG vertex and pixel shaders directly inside the Eclipse IDE. Each shader can be edit in an editor with syntax color with error/warning markers.
&br;Eclipse Plug-inの更新サクセス先サイト : http://trevidos.free.fr/GLShaders/
:[[NVemulate:http://developer.nvidia.com/object/nvemulate.html]]|NVemulate allows you to emulate the functionality of various GPUs (very slowly) in software.  In addition, you can use it to control GLSL Support.
:[[HLSL2GLSL:http://sf.net/projects/hlsl2glsl]] <BSD>|HLSL2GLSL is a library and tool that converts HLSL shaders to GLSL.
:[[NVIDIA Shader Library:http://developer.download.nvidia.com/shaderlibrary/webpages/shader_library.html]] <[[URL:http://developer.download.nvidia.com/licenses/general_license.txt]]>|With a wide range of shaders including skin, natural effects, metals, post processing effects, and much more, the NVIDIA Shader Library exists to help developers easily find and integrate great shaders into their projects.

**NVIDIA Cg Toolit [#Shader_Cg]
:[[NVIDIA Cg Toolit(C for graphics):http://developer.nvidia.com/object/cg_toolkit.html]]|
:[[OpenEXR:http://www.openexr.com]]|The current release of OpenEXR supports several lossless compression methods, some of which can achieve compression ratios of about 2:1 for images with film grain. OpenEXR is extensible, so developers can easily add new compression methods (lossless or lossy).

***Tutorial/SampleSourceCode [#Shader_Cg_Tutorial]
:[[CodeSampler.com:http://www.codesampler.com/source.htm]]|DirectX9/DirectX8.1とCgを組み合わせたサンプル等。
:[[mindfuck :: articles:http://mindfuck.de-brauwer.be/articles.php]]|GLUT + Cgのチュートリアル。
:[[t-pot:http://www.t-pot.com]]|OpenGL + Cgのチュートリアル。

**[[DirectX>link集/DirectX]] HLSL(High Level Shader Language) [#DirectX]

***Tutorial/SampleSourceCode [#Shader_DirectX_Tutorial]
:[[Shader.jp > Articles > 第4回「HLSL スタート」 :http://www.shader.jp/xoops/html/modules/xfsection/article.php?articleid=14]]|
:[[CodeSampler.com:http://www.codesampler.com/source.htm]]|
[[Volumetric Lines (DirectX 9.0 - C++):http://www.codesampler.com/usersrc/usersrc_9.htm#dx9u_cgfx_volumetric_lines]] - DirectX + HLSLを利用して太い線を実現!

**GLSL([[OpenGL]] Shading Language) [#Shader_GLSL]
:[[3Dlabs OpenGL 2 Specifications:http://developer.3dlabs.com/openGL2/specs/index.htm]]|仕様書。
:[[PyGLSL:http://sf.net/projects/pyglsl]] <GPL>|PyGLSL is a GLSL wrapper for Python to access Vertex/Fragment Shaders on top of PyOpenGL - Requires pyrex and OpenGL>=2.0

***Tool [#Shader_GLSL_Tool]
:[[3Dlabs > RenderMonkey&trade;:http://developer.3dlabs.com/openGL2/rendermonkey/]]|RenderMonkey&trade; 1.5 is an integrated development environment (IDE) for developing realtime shaders to run on the latest generation of programmable visual processors such as the 3Dlabs&reg; Wildcat&reg; Realizm&trade;.
:[[3Dlabs > GLSLvalidate - Shader Validation Tool:http://developer.3dlabs.com/downloads/glslvalidate/]]|GLSLvalidate is a GUI driven application that allows you to quickly verify that your GLSL shader is written according to the OpenGL Shading Language specification.
:[[3Dlabs > Open Source for OpenGL Shading Language Compiler Front-end:http://developer.3dlabs.com/downloads/glslcompiler/]] <BSD-style>|This download contains the source code for the front-end of 3Dlabs' OpenGL Shading Language compiler. This code is currently in use as part of the production quality optimizing compiler in the OpenGL drivers for the 3Dlabs Wildcat Realizm and Wildcat VPOSI Certified product families.
:[[TyphoonLabs Real Time Technologies > Shader Designer:http://www.typhoonlabs.com/index.php?action=developer.htm]]|The OpenGL Shader Designer is an IDE for developing fragment and vertex shaders in glsl ( the OpenGL shading language). It has all the features you'd expect from a shader development enviroment and focuses on a simple yet powerfull GUI, also you can choose the version that better fits your needings because both Windows and Linux versions are avalaible.

***Tutorial/SampleSourceCode [#Shader_GLSL_Tutorial]
-国内
:[[和歌山大学 床井研究室 > GLSL入門:http://marina.sys.wakayama-u.ac.jp/~tokoi/?blogcategory=GLSL]]|

-海外
:[[oZone3D.Net Tutorials > GLSL:http://www.ozone3d.net/tutorials/index.php#hyp_glsl]]|
:[[Ligththouse 3D > GLSL Tutorial:http://www.lighthouse3d.com/opengl/glsl/]]|
:[[ATI Developer > EXT_vertex_shader on Radeon&reg; 8500:http://ati.amd.com/developer/SimpleVertexShader.html]]|The Simple_Vertex_Shader sample is a simple application which illustrates the usage of the OpenGL extension EXT_vertex_shader.
:[[Brad Smith' Homepage > GLSL with SDL:http://rainwarrior.thenoos.net]]|A tutorial explaining how to use the OpenGL shading language with SDL

**書籍 [#Shader_Books]
***和書

-OpenGL
:&amazon(4777514013,title);|&amazon(4777514013,price);円。クォータニオン本の著者による著書。OpenGL + Cg。
&br;&amazon(4777510875,title);
:&amazon(4777513327,title);|&amazon(4777513327,price);円。和歌山大学床井氏の著者による著書。OpenGL + GLSL。
:&amazon(4777514625,title);|&amazon(4777514625,price);円。
:&amazon(4777514765,title);|&amazon(4777514765,price);円。

-DirectX
:&amazon(4939007529,title);|税込&amazon(4939007529,price);円。
:&amazon(4891003987,title);|税込&amazon(4891003987,price);円。[[正誤情報:http://ec.nikkeibp.co.jp/nsp/teisei/prog_dx.html]]。
:&amazon(4839912475,title);|税込&amazon(4839912475,price);円。[[正誤情報:http://www.t-pot.com/books/DirectX9_errata.html]]。[[著者のサイト:http://www.t-pot.com]]ではVC++6.0向けのプロジェクトファイルも公開されている。
:&amazon(4777510581,title);|税込&amazon(4777510581,price);円。
:&amazon(4798007811,title);|税込&amazon(4798007811,price);円。
:&amazon(477751112X,title);|税込&amazon(477751112X,price);円。
:&amazon(4797332956,title);|税込&amazon(4797332956,price);円。
:&amazon(4797344962,title);|税込&amazon(4797344962,price);円。
//:&amazon(,title);|税込&amazon(,price);円。

-Cg
:&amazon(4939007553,title);|税込&amazon(4939007553,price);円。

***洋書
:&amazon(1931769540,title);|税込&amazon(1931769540,price);円。
:&amazon(1584503491,title);|税込&amazon(1584503491,price);円。
:&amazon(1584505133,title);|税込&amazon(1584505133,price);円。

-OpenGL
:&amazon(1568813341,title);|税込&amazon(1568813341,price);円。
:&amazon(0321637631,title);|税込&amazon(0321637631,price);円。第3版。[[サポートページ:http://www.3dshaders.com/joomla/]]。
&br;&amazon(0321334892,title); - 第2版。
&br;&amazon(0321197895,title); - 初版。

-DirectX
:&amazon(1556222874,title);|税込&amazon(1556222874,price);円。
:&amazon(1598220160,title);|税込&amazon(1598220160,price);円。
:&amazon(1592009611,title);|税込&amazon(1592009611,price);円。
:&amazon(0976613212,title);|税込&amazon(0976613212,price);円。

-Cg
:&amazon(0321194969,title);|税込&amazon(0321194969,price);円。

-ShaderX Series
:&amazon(1556220413,title);|税込&amazon(1556220413,price);円。
:&amazon(155622902X,title);|税込&amazon(155622902X,price);円。[[PDF無料公開中:http://www.gamedev.net/community/forums/topic.asp?topic_id=500691]]。
:&amazon(1556229887,title);|税込&amazon(1556229887,price);円。
:&amazon(1584503572,title);|税込&amazon(1584503572,price);円。
:&amazon(1584504250,title);|税込&amazon(1584504250,price);円。
:&amazon(1584504994,title);|税込&amazon(1584504994,price);円。
:&amazon(1584505443,title);|税込&amazon(1584505443,price);円。
:&amazon(1584505982,title);|税込&amazon(1584505982,price);円。

*NVIDIA&reg; PhysX&trade; [#PhysX]
:[[NVIDIA PhysX:http://developer.nvidia.com/object/physx.htm]]|
:[[NVIDIA PhysX(日本):http://www.nvidia.co.jp/object/nvidia_physx_jp.html]]|

**書籍 [#PhysX_Books]
***和書
:&amazon(4777514366,title);|税込&amazon(4777514366,price);円。
:&amazon(4777514676,title);|税込&amazon(4777514676,price);円。
:&amazon(4839931631,title);|税込&amazon(4839931631,price);円。
:&amazon(4777514986,title);|税込&amazon(4777514986,price);円
&br;&amazon(4777514889,title);

***洋書

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