Digital Tutors - Shader Pipeline with XSI and XNA



Digital Tutors - Shader Pipeline with XSI and XNA

Digital Tutors - Shader Pipeline with XSI and XNA
5 hrs. 22 min. | Video: AVC (.mov) 960x540 15fps 200Kbps | Audio: AAC 48KHz 96Kbps 1ch | 1.1 Gb
Genre: eLearning

Gain a complete overview of shader pipelines and learn a time-saving workflow to building and integrating real-time shaders using XSI and XNA. Contains over 5 hours of project-based training for technical artists learning the methods of real-time shading for use in games and pre-visualization.



 
Popular highlights include: Working with Real-time Shaders; Setting up Models and Skinned Models; Using XSI FX Shader Presets; Using SAS Bindings; Writing Vertex and Pixel Shaders; Constant and Texture Shading; Lambertian Diffuse Shading Model; Blinn-Phong Shading Model; Using Normal Maps; Render to Texture; Drawing with Sprite Batch; Using Pixel Shaders for Post Effects; Problem-solving Approaches; Shader Analysis; Working with Textures and Clusters; Publishing XNA Models from XSI; Consolidation Techniques; Creating Animation Clips; Fine-tuning looping animation; Gaussian Blur; Shadow Projection; Programming and Choosing Techniques; Edit/Delete Message.

Lesson Outline (45 lessons)
1. Project setup for XNA
2. Project setup for XSI
3. Building and exporting static meshes
4. Loading static meshes into XNA (part 1)
5. Loading static meshes into XNA (part 2)
6. Building world; view and projection matrices
7. FX shader assignment
8. Multiple texture setup
9. Exporting animated characters
10. Loading and drawing the exported character
11. Applying animation data to our character
12. Using XSI SAS Containers
13. Solving the looping issue
14. Fine-tuning shader parameters
15. Calculating the camera position
16. Starting our custom FX pipeline
17. Creating a basic constant shader
18. Exposing PPG Parameters with SAS bindings
19. Testing the Custom_Demo
20. Implementing textures and structs
21. Supporting animation in our custom shader
22. Testing the animation playback
23. Storing animation clips
24. Diffuse Calculation (part 1) - Normal Direction
25. Diffuse Calculation (part 2) - Light Direction
26. Calculating Specular highlights
27. Exponents and Sliders
28. Composing the Tangent-Binormal-Normal Matrix
29. Using Normal Maps to calculate diffuse
30. Completing the Bump shader
31. Testing our shader in XNA (part 1)
32. Testing our shader in XNA (part 2)
33. Loading and drawing easily (part 1)
34. Loading and drawing easily (part 2)
35. Exporting the weapon
36. Creating the shadowmap technique
37. Drawing and saving the shadowmap
38. Drawing the shadow pass
39. Adding a room and casting shadows on it
40. Softening the shadows
41. Storing the shadow pass
42. Compositing color and shadow
43. Testing the shadows
44. Adding a glow pass
45. Implementing blur on our glow pass

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