Press-Release : Learn Real-Time Computer Graphics the Easy Way With “Shaders for Game Programmers and Artists” by Sebastien St-Laurent.

In my continued effort to self-promote my book (can't count on the publisher for this ;) ). I've launched my second press release today. :) I've included it below but it can also be read from HERE. (I've included a sample chapter for anybody interested).


“Shaders for Game Programmers and Artists”, a first of its kind, is now available in online, and is selling strong. This book teaches in an easy to understand way some of the latest real-time computer graphics such as the ones used in some of the most anticipated games of the year such as Doom 3 (ID Software), HALO 2 (Bungie) and Half-Life 2 (Valve).

REDMOND, WA (PRWEB) September 21, 2004 -- “Shaders for Game Programmers and Artists”, a first of its kind, is now available in online, including Amazon.com and retail stores worldwide. Many of the most anticipated games of the year such as Doom 3 (ID Software), HALO 2 (Bungie) and Half-Life 2 (Valve), take advantage of new programmable shader technology to create the some of the most breathtaking computer graphics ever. This new books takes a head-on approach programmable shaders, allowing both developers and technically minded artists to take advantage of this new revolution.

The author of “Shaders for Game Programmers and Artists”, Sebastien St-Laurent holds a degree in Computer Engineering from Sherbrooke University in Québec (Canada) where he graduated at top of his class in 1999. Since then, he worked on many video game titles including: Space Invaders, Dave Mira Freestyle BMX, Dave Mira Freestyle BMX2, Aggressive Inline, BMX XXX. Sebastien is now currently employed with the Microsoft Corporation where he is a graphics developer for the upcoming next release Microsoft Flight Simulator.

In a recent interview with the author, he revealed the goal behind his book was to create a title centered on the development of shaders, without focusing on any specific rendering API’s. By using the RenderMonkey tool developed by ATI Technologies, he was able to bring shaders to a wide audience whether they are hobbyists, technical artists or professional developers. In his interview, Sebastien St-Laurent, had this to say about the future of computer graphics

“Programmable shaders are the best and latest in the computer graphic industry. With the latest generations of video cards out there developed by ATI Technologies and NVIDIA, it is now possible to draw interactive scenes on a computer with an unsurpassed realism. With the current rate of advancement in this field, it is only a matter of years before the quality of graphics generated matches the visuals in some of most recent Hollywood movies such as “Sky Captain and the World of Tomorrow” or “The Matrix”. Some of the most anticipated video games this year, such as Doom 3, HALO 2 and Half-Life 2, take full advantage these cards and I wanted to show my readers exactly how easily it could be done in a straightforward manner.”

“Shaders for Game Programmers and Artists” has been on sale since May 2004 and is still selling strong, having received several strong reviews such as:

“As an artists I am amazed that nobody had yet considered writing a book on real-time shaders that could appeal to artists. ...this book does a great job at going through a multitude of techniques in an easy to understand way. Plus, the use of RenderMonkey as an edit tool makes the task so much easier!”

“I have to admit this is a great book on the topic of shaders and real-time graphics. The plus of this book is that by avoiding the use of a specific API or speeding time explaining the use of such API, most of the book is spent explaining several techniques ranging from screen effects to advanced lighting techniques such as spherical harmonics."

“Shaders for Game Programmers and Artists” is on sale at online at https://www.amazon.com/exec/obidos/ASIN/1592000924 and can also be found in bookstores around the world including; Borders, Barnes & Noble and several other retailers worldwide. In addition, this book can be purchased in electronic form (PDF Format) at www.courseptr.com

For more information on the book, please visit CoursePTR at www.courseptr.com or the author's website at www.sebbybooks.com
For more information on ATI Technologies, please visit www.ati.com
For more information on nVidia, please visit www.nvidia.com