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|a Stenning, Justin.
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|a Direct3D Rendering Cookbook.
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|b Packt Publishing,
|c 2014.
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|a 1 online resource
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|a This is a practical cookbook that dives into the various methods of programming graphics with a focus on games. It is a perfect package of all the innovative and up-to-date 3D rendering techniques supported by numerous illustrations, strong sample code, and concise explanations. Direct3D Rendering Cookbook is for C♯ .NET developers who want to learn the advanced rendering techniques made possible with DirectX 11.1. It is expected that the reader has at least a cursory knowledge of graphics programming, and although some knowledge of Direct3D 10+ is helpful, it is not necessary. An understanding.
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|a Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Getting Started with Direct3D; Introduction; Introducing Direct3D 11.1 and 11.2; Building a Direct3D 11 application with C# and SharpDX; Initializing a Direct3D 11.1/11.2 device and swap chain; Debugging your Direct3D application; Chapter 2: Rendering with Direct3D; Introduction; Using the sample rendering framework; Creating device-dependent resources; Creating size-dependent resources; Creating a Direct3D renderer class; Rendering primitives
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|a Applying multisample anti-aliasingImplementing texture sampling; Chapter 3: Rendering Meshes; Introduction; Rendering a cube and sphere; Preparing the vertex and constant buffers for materials and lighting; Adding material and lighting; Using a right-handed coordinate system; Loading a static mesh from a file; Chapter 4: Animating Meshes with Vertex Skinning; Introduction; Preparing the vertex shader and buffers for vertex skinning; Loading bones in the mesh renderer; Animating bones; Chapter 5: Applying Hardware Tessellation; Introduction
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|a Preparing the vertex shader and buffers for tessellationTessellating a triangle and quad; Tessellating bicubic Bezier surfaces; Refining meshes with Phong tessellation; Optimizing tessellation through back-face culling and dynamic Level-of-Detail; Chapter 6: Adding Surface Detail with Normal and Displacement Mapping; Introduction; Referencing multiple textures in a material; Adding surface detail with normal mapping; Adding surface detail with displacement mapping; Implementing displacement decals; Optimizing tessellation based on displacement decal (displacement adaptive tessellation)
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|a Chapter 7: Performing Image Processing TechniquesIntroduction; Running a compute shader -- desaturation (grayscale); Adjusting the contrast and brightness; Implementing box blur using separable convolution filters; Implementing a Gaussian blur filter; Detecting edges with the Sobel edge-detection filter; Calculating an image's luminance histogram; Chapter 8: Incorporating Physics and Simulations; Introduction; Using a physics engine; Simulating ocean waves; Rendering particles; Chapter 9: Rendering on Multiple Threads and Deferred Contexts; Introduction; Benchmarking multithreaded rendering
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|a Implementing multithreaded dynamic cubic environment mappingImplementing dual paraboloid environment mapping; Chapter 10: Implementing Deferred Rendering; Introduction; Filling the G-Buffer; Implementing a screen-aligned quad renderer; Reading the G-Buffer; Adding multiple lights; Incorporating multisample anti-aliasing; Chapter 11: Integrating Direct3D with XAML and Windows 8.1; Introduction; Preparing the swap chain for a Windows Store app; Rendering to a CoreWindow; Rendering to an XAML SwapChainPanel; Loading and compiling resources asynchronously; Appendix: Further Reading; Index
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|i has work:
|a Direct3D rendering cookbook (Text)
|1 https://id.oclc.org/worldcat/entity/E39PD3JdhBmhFQbkh9Y7RHQVfm
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|z 9781306383011
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|u https://ebookcentral.proquest.com/lib/holycrosscollege-ebooks/detail.action?docID=1561444
|y Click for online access
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