Direct3D Rendering Cookbook.

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 C...

Volledige beschrijving

Bewaard in:
Bibliografische gegevens
Hoofdauteur: Stenning, Justin
Formaat: E-boek
Taal:English
Gepubliceerd in: Packt Publishing, 2014.
Onderwerpen:
Online toegang:Click for online access

MARC

LEADER 00000cam a2200000Ma 4500
001 ocn868957820
003 OCoLC
005 20241006213017.0
006 m o d
007 cr |n|||||||||
008 140124s2014 xx o 000 0 eng d
040 |a IDEBK  |b eng  |e pn  |c IDEBK  |d EBLCP  |d MHW  |d YDXCP  |d DEBSZ  |d OCLCQ  |d VT2  |d OCLCO  |d OCLCF  |d OCLCQ  |d FEM  |d ZCU  |d MERUC  |d OCLCQ  |d REB  |d ICG  |d OCLCQ  |d OCLCO  |d WYU  |d DKC  |d OCLCQ  |d OCLCA  |d OCLCQ  |d OCLCO  |d SGP  |d OCLCO  |d OCLCQ  |d OCLCO  |d OCLCL  |d UEJ  |d OCLCQ 
019 |a 968039356  |a 968995263 
020 |a 1306383013  |q (ebk) 
020 |a 9781306383011  |q (ebk) 
020 |a 9781849697118 
020 |a 1849697116 
035 |a (OCoLC)868957820  |z (OCoLC)968039356  |z (OCoLC)968995263 
037 |a 569552  |b MIL 
050 4 |a QA76.76 .C672 
049 |a HCDD 
100 1 |a Stenning, Justin. 
245 1 0 |a Direct3D Rendering Cookbook. 
260 |b Packt Publishing,  |c 2014. 
300 |a 1 online resource 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
347 |a text file  |2 rda 
588 0 |a Print version record. 
520 |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. 
505 0 |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 
505 8 |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 
505 8 |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) 
505 8 |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 
505 8 |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 
630 0 0 |a Direct3D. 
630 0 7 |a Direct3D  |2 fast 
650 0 |a Computer graphics. 
650 0 |a Three-dimensional imaging. 
650 7 |a computer graphics.  |2 aat 
650 7 |a three-dimensional.  |2 aat 
650 7 |a Computer graphics  |2 fast 
650 7 |a Three-dimensional imaging  |2 fast 
758 |i has work:  |a Direct3D rendering cookbook (Text)  |1 https://id.oclc.org/worldcat/entity/E39PD3JdhBmhFQbkh9Y7RHQVfm  |4 https://id.oclc.org/worldcat/ontology/hasWork 
776 0 8 |i Print version:  |z 9781306383011 
856 4 0 |u https://ebookcentral.proquest.com/lib/holycrosscollege-ebooks/detail.action?docID=1561444  |y Click for online access 
903 |a EBC-AC 
994 |a 92  |b HCD