Direct3D rendering cookbook : 50 practical recipes to guide you through the advanced rendering techniques in Direct3D to help bring your 3D graphics project to life /
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...
Clasificación: | Libro Electrónico |
---|---|
Autor principal: | |
Formato: | Electrónico eBook |
Idioma: | Inglés |
Publicado: |
Birmingham, UK :
Packt Pub.,
2014.
©2014 |
Temas: | |
Acceso en línea: | Texto completo Texto completo |
MARC
LEADER | 00000cam a2200000 a 4500 | ||
---|---|---|---|
001 | EBSCO_ocn870904454 | ||
003 | OCoLC | ||
005 | 20231017213018.0 | ||
006 | m o d | ||
007 | cr unu|||||||| | ||
008 | 140221s2014 enka ob 001 0 eng d | ||
040 | |a UMI |b eng |e pn |c UMI |d E7B |d COO |d DEBBG |d DEBSZ |d OCLCA |d CCO |d OCLCF |d OCLCQ |d COCUF |d CNNOR |d MOR |d N$T |d AGLDB |d OCLCQ |d OCLCO |d U3W |d D6H |d STF |d VTS |d CEF |d NRAMU |d OCLCQ |d OCLCO |d NLE |d INT |d VT2 |d OCLCQ |d OCLCO |d G3B |d TKN |d OCLCQ |d OCLCO |d AU@ |d OCLCA |d UKAHL |d HS0 |d OCLCQ |d OCLCO |d QGK |d OCLCQ |d OCLCO | ||
019 | |a 1259159759 | ||
020 | |a 9781849697118 |q (electronic bk.) | ||
020 | |a 1849697116 |q (electronic bk.) | ||
020 | |z 1849697108 | ||
020 | |z 9781849697101 | ||
029 | 1 | |a DEBBG |b BV041784188 | |
029 | 1 | |a DEBSZ |b 404339123 | |
029 | 1 | |a DEBSZ |b 493140034 | |
029 | 1 | |a GBVCP |b 882838946 | |
035 | |a (OCoLC)870904454 |z (OCoLC)1259159759 | ||
037 | |a CL0500000388 |b Safari Books Online | ||
050 | 4 | |a T385 |b .S78 2014 | |
072 | 7 | |a COM |x 000000 |2 bisacsh | |
082 | 0 | 4 | |a 006.6869 |2 23 |
049 | |a UAMI | ||
100 | 1 | |a Stenning, Justin. | |
245 | 1 | 0 | |a Direct3D rendering cookbook : |b 50 practical recipes to guide you through the advanced rendering techniques in Direct3D to help bring your 3D graphics project to life / |c Justin Stenning. |
246 | 3 | |a Fifty practical recipes to guide you through the advanced rendering techniques in Direct3D to help bring your 3D graphics project to life | |
260 | |a Birmingham, UK : |b Packt Pub., |c 2014. | ||
264 | 4 | |c ©2014 | |
300 | |a 1 online resource (1 volume) : |b illustrations | ||
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 | ||
588 | 0 | |a Online resource; title from cover (Safari, viewed February 17, 2014). | |
504 | |a Includes bibliographical references and index. | ||
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 | |
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. | ||
546 | |a English. | ||
590 | |a eBooks on EBSCOhost |b EBSCO eBook Subscription Academic Collection - Worldwide | ||
590 | |a O'Reilly |b O'Reilly Online Learning: Academic/Public Library Edition | ||
630 | 0 | 0 | |a Direct3D. |
630 | 0 | 7 | |a Direct3D. |2 blmlsh |
630 | 0 | 7 | |a Direct3D |2 fast |
650 | 0 | |a Computer graphics. | |
650 | 0 | |a Three-dimensional display systems. | |
650 | 6 | |a Infographie. | |
650 | 6 | |a Affichage tridimensionnel. | |
650 | 7 | |a computer graphics. |2 aat | |
650 | 7 | |a three-dimensional. |2 aat | |
650 | 7 | |a COMPUTERS |x General. |2 bisacsh | |
650 | 7 | |a Computer graphics |2 fast | |
650 | 7 | |a Three-dimensional display systems |2 fast | |
776 | 0 | 8 | |i Print version: |a Stenning, Justin. |t Direct3D rendering cookbook : 50 practical recipes to guide you through the advanced rendering techniques in Direct3D to help bring your 3D graphics project to life. |d Birmingham, England : Packt Publishing, ©2014 |h iii, 413 pages |z 9781849697101 |
856 | 4 | 0 | |u https://ebsco.uam.elogim.com/login.aspx?direct=true&scope=site&db=nlebk&AN=698474 |z Texto completo |
856 | 4 | 0 | |u https://learning.oreilly.com/library/view/~/9781849697101/?ar |z Texto completo |
938 | |a Askews and Holts Library Services |b ASKH |n AH26851204 | ||
938 | |a ebrary |b EBRY |n ebr10830456 | ||
938 | |a EBSCOhost |b EBSC |n 698474 | ||
994 | |a 92 |b IZTAP |