Introduction to 3D Game Programming with DirectX 11

Introduction to 3D Game Programming with DirectX 11
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作者:
2012-03
版次: 1
ISBN: 9781936420223
定价: 557.40
装帧: 平装
开本: 其他
纸张: 胶版纸
页数: 600页
正文语种: 英语
10人买过
  • Thisupdatedbestsellerprovidesanintroductiontoprogramminginteractivecomputergraphics,withanemphasisongamedevelopmentusingDirectX11.Thebookisdividedintothreemainparts:basicmathematicaltools,fundamentaltasksinDirect3D,andtechniquesandspecialeffects.ItincludesnewDirect3D11featuressuchashardwaretessellation,thecomputeshader,dynamicshaderlinkageandcoversadvancedrenderingtechniquessuchasscreen-spaceambientocclusion,level-of-detailhandling,cascadingshadowmaps,volumerendering,andcharacteranimation.ItalsoincludesacompanionCD-ROMwithcodeandfigures. FRANKD.LUNAisasoftwareengineerformedicaldevices.Hehasbeenprogramminginteractive3DgraphicsformorethantenyearsandhasbeenusingDirectXsincev5.HeistheauthorofthreebestsellingbooksonDirectXandlivesinSanDiego. Part I — Mathematical Prerequisites. Vector Algebra. Matrix Algebra. Transformations.
    Part II — Direct3D Foundations. Direct3D Initialization. The Rendering Pipeline. Lighting. Texturing. Blending. Stenciling. The Geometry Shader. The Hardware Tessellation Shaders. The Compute Shader.
    Part III — Direct3D Topics. Ambient Occlusion. Cube Mapping. Normal Mapping. Shadow Mapping. Cascaded Shadow Maps. Meshes. Quaternions. Character Animation. Picking. Volume Rendering. Terrain Rendering. Atmospheric Scattering and Cloud Rendering. Particle Systems and Stream Output. Appendices. Introduction to Windows Programming. High-Level Shading Language
    Reference. Some Analytic Geometry
  • 内容简介:
    Thisupdatedbestsellerprovidesanintroductiontoprogramminginteractivecomputergraphics,withanemphasisongamedevelopmentusingDirectX11.Thebookisdividedintothreemainparts:basicmathematicaltools,fundamentaltasksinDirect3D,andtechniquesandspecialeffects.ItincludesnewDirect3D11featuressuchashardwaretessellation,thecomputeshader,dynamicshaderlinkageandcoversadvancedrenderingtechniquessuchasscreen-spaceambientocclusion,level-of-detailhandling,cascadingshadowmaps,volumerendering,andcharacteranimation.ItalsoincludesacompanionCD-ROMwithcodeandfigures.
  • 作者简介:
    FRANKD.LUNAisasoftwareengineerformedicaldevices.Hehasbeenprogramminginteractive3DgraphicsformorethantenyearsandhasbeenusingDirectXsincev5.HeistheauthorofthreebestsellingbooksonDirectXandlivesinSanDiego.
  • 目录:
    Part I — Mathematical Prerequisites. Vector Algebra. Matrix Algebra. Transformations.
    Part II — Direct3D Foundations. Direct3D Initialization. The Rendering Pipeline. Lighting. Texturing. Blending. Stenciling. The Geometry Shader. The Hardware Tessellation Shaders. The Compute Shader.
    Part III — Direct3D Topics. Ambient Occlusion. Cube Mapping. Normal Mapping. Shadow Mapping. Cascaded Shadow Maps. Meshes. Quaternions. Character Animation. Picking. Volume Rendering. Terrain Rendering. Atmospheric Scattering and Cloud Rendering. Particle Systems and Stream Output. Appendices. Introduction to Windows Programming. High-Level Shading Language
    Reference. Some Analytic Geometry
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