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Direct3d Shaderx
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Book Synopsis Direct3d ShaderX by : Wolfgang F. Engel
Download or read book Direct3d ShaderX written by Wolfgang F. Engel and published by Wolfgang Engel. This book was released on 2002 with total page 526 pages. Available in PDF, EPUB and Kindle. Book excerpt: Focusing on Direct3D 8.x, this book shows a wide array of specialized vertex and pixel shader programming tricks from industry experts.
Book Synopsis Learn Vertex and Pixel Shader Programming with DirectX 9 by : James C. Leiterman
Download or read book Learn Vertex and Pixel Shader Programming with DirectX 9 written by James C. Leiterman and published by Wordware Publishing, Inc.. This book was released on 2004 with total page 304 pages. Available in PDF, EPUB and Kindle. Book excerpt: Because graphics systems for video games and game console hardware have become more complex, graphics applications must also advance. This is where programmable vertex and pixel shaders come in. This book shows how to write assembly language for programming the vertex shader and pixel shader hardware using DirectX 9 and covers the fundamentals of programming vectors using SIMD methodology in conjunction with the Direct3D 9 application interfaces. Features: Find out about the valid vertex shader and pixel shader instruction sets; Learn how branching and branchless code can be used for flow control; Understand the vertex shader instructions that support matrices; Discover how to use quaternions to accurately represent rotating objects; Use texturing with both vertex and pixel shaders, including bump mapping.
Book Synopsis Introduction to 3D Game Programming with DirectX 9.0c: A Shader Approach by : Frank Luna
Download or read book Introduction to 3D Game Programming with DirectX 9.0c: A Shader Approach written by Frank Luna and published by Wordware Publishing, Inc.. This book was released on 2006-06-07 with total page 655 pages. Available in PDF, EPUB and Kindle. Book excerpt: Introduction to 3D Game Programming with DirectX 9.0c: A Shader Approach presents an introduction to programming interactive computer graphics, with an emphasis on game development, using real-time shaders with DirectX 9.0. The book is divided into three parts that explain basic mathematical and 3D concepts, show how to describe 3D worlds and implement fundamental 3D rendering techniques, and demonstrate the application of Direct3D to create a variety of special effects. With this book understand basic mathematical tools used in video game creation such as vectors, matrices, and transformations; discover how to describe and draw interactive 3D scenes using Direct3D and the D3DX library; learn how to implement lighting, texture mapping, alpha blending, and stenciling using shaders and the high-level shading language (HLSL); explore a variety of techniques for creating special effects, including vertex blending, character animation, terrain rendering, multi-texturing, particle systems, reflections, shadows, and normal mapping;f ind out how to work with meshes, load and render .X files, program terrain/camera collision detection, and implement 3D object picking; review key ideas, gain programming experience, and explore new topics with the end-of-chapter exercises.
Book Synopsis Real-Time Shader Programming by : Ron Fosner
Download or read book Real-Time Shader Programming written by Ron Fosner and published by Morgan Kaufmann. This book was released on 2003-01-14 with total page 426 pages. Available in PDF, EPUB and Kindle. Book excerpt: Beginning with the mathematical basics of vertex and pixel shaders, and building to detailed accounts of programmable shader operations, this title provides the foundation and techniques necessary for replicating popular cinema-style 3D graphics as well as creating your own real-time procedural shaders.
Book Synopsis Introduction to 3D Game Programming with DirectX 12 by : Frank Luna
Download or read book Introduction to 3D Game Programming with DirectX 12 written by Frank Luna and published by Mercury Learning and Information. This book was released on 2016-04-19 with total page 1226 pages. Available in PDF, EPUB and Kindle. Book excerpt: This updated bestseller provides an introduction to programming interactive computer graphics, with an emphasis on game development using DirectX 12. The book is divided into three main parts: basic mathematical tools, fundamental tasks in Direct3D, and techniques and special effects. It shows how to use new Direct12 features such as command lists, pipeline state objects, descriptor heaps and tables, and explicit resource management to reduce CPU overhead and increase scalability across multiple CPU cores. The book covers modern special effects and techniques such as hardware tessellation, writing compute shaders, ambient occlusion, reflections, normal and displacement mapping, shadow rendering, and character animation. Includes a companion DVD with code and figures. eBook Customers: Companion files are available for downloading with order number/proof of purchase by writing to the publisher at [email protected]. FEATURES: • Provides an introduction to programming interactive computer graphics, with an emphasis on game development using DirectX 12 • Uses new Direct3D 12 features to reduce CPU overhead and take advantage of multiple CPU cores • Contains detailed explanations of popular real-time game effects • Includes a DVD with source code and all the images (including 4-color) from the book • Learn advance rendering techniques such as ambient occlusion, real-time reflections, normal and displacement mapping, shadow rendering, programming the geometry shader, and character animation • Covers a mathematics review and 3D rendering fundamentals such as lighting, texturing, blending and stenciling • Use the end-of-chapter exercises to test understanding and provide experience with DirectX 12
Download or read book ShaderX2 written by Wolfgang F. Engel and published by Wordware. This book was released on 2003 with total page 681 pages. Available in PDF, EPUB and Kindle. Book excerpt: Topics include advanced implementation of image space techiques and non-photorealistic rendering in Microsoft's DirectX 9.0
Book Synopsis Introduction to 3D Game Programming with DirectX 11 by : Frank Luna
Download or read book Introduction to 3D Game Programming with DirectX 11 written by Frank Luna and published by Mercury Learning and Information. This book was released on 2012-03-15 with total page 1029 pages. Available in PDF, EPUB and Kindle. Book excerpt: This updated bestseller provides an introduction to programming interactive computer graphics, with an emphasis on game development using DirectX 11. The book is divided into three main parts: basic mathematical tools, fundamental tasks in Direct3D, and techniques and special effects. It includes new Direct3D 11 features such as hardware tessellation, the compute shader, dynamic shader linkage and covers advanced rendering techniques such as screen-space ambient occlusion, level-of-detail handling, cascading shadow maps, volume rendering, and character animation. Includes a companion CD-ROM with code and figures. eBook Customers: Companion files are available for downloading with order number/proof of purchase by writing to the publisher at [email protected].
Book Synopsis Introduction to 3D Game Programming with DirectX 10 by : Frank D. Luna
Download or read book Introduction to 3D Game Programming with DirectX 10 written by Frank D. Luna and published by Jones & Bartlett Publishers. This book was released on 2008 with total page 529 pages. Available in PDF, EPUB and Kindle. Book excerpt: "Introduction to 3D Game Programming with Direct X 10 provides an introduction to programming interactive computer graphics, with an emphasis on game development, using DirectX 10. The book is divided into three main parts. Part I explores basic mathematical tools, Part II shows how to implement fundamental tasks in Direct3D, and Part III demonstrates a variety of techniques and special effects."--BOOK JACKET.
Book Synopsis GPU-Based Interactive Visualization Techniques by : Daniel Weiskopf
Download or read book GPU-Based Interactive Visualization Techniques written by Daniel Weiskopf and published by Springer Science & Business Media. This book was released on 2006-10-13 with total page 318 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book presents efficient visualization techniques, a prerequisite for the interactive exploration of complex data sets. High performance is demonstrated as a process of devising algorithms for the fast graphics processing units (GPUs) of modern graphics hardware. Coverage includes parallelization on cluster computers with several GPUs, adaptive rendering methods, and non-photorealistic rendering techniques for visualization.
Book Synopsis Practical Rendering and Computation with Direct3D 11 by : Jason Zink
Download or read book Practical Rendering and Computation with Direct3D 11 written by Jason Zink and published by CRC Press. This book was released on 2016-04-19 with total page 649 pages. Available in PDF, EPUB and Kindle. Book excerpt: Direct3D 11 offers such a wealth of capabilities that users can sometimes get lost in the details of specific APIs and their implementation. While there is a great deal of low-level information available about how each API function should be used, there is little documentation that shows how best to leverage these capabilities. Written by active me
Book Synopsis Introduction to 3D game programming with DirectX 9.0 by :
Download or read book Introduction to 3D game programming with DirectX 9.0 written by and published by Jones & Bartlett Learning. This book was released on with total page 423 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Computer Games written by Blair Carter and published by Nova Publishers. This book was released on 2002 with total page 182 pages. Available in PDF, EPUB and Kindle. Book excerpt: Lists the most significant writings on computer games, including works that cover recent advances in gaming and the substantial academic research that goes into devising and improving computer games.
Book Synopsis Real-Time Rendering by : Tomas Akenine-Möller
Download or read book Real-Time Rendering written by Tomas Akenine-Möller and published by CRC Press. This book was released on 2019-01-18 with total page 1046 pages. Available in PDF, EPUB and Kindle. Book excerpt: Thoroughly revised, this third edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used in games and other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style. The authors have made the figures used in the book available for download for fair use.:Download Figures. Reviews Rendering has been a required reference for professional graphics practitioners for nearly a decade. This latest edition is as relevant as ever, covering topics from essential mathematical foundations to advanced techniques used by today’s cutting edge games. -- Gabe Newell, President, Valve, May 2008 Rendering ... has been completely revised and revamped for its updated third edition, which focuses on modern techniques used to generate three-dimensional images in a fraction of the time old processes took. From practical rendering for games to math and details for better interactive applications, it's not to be missed. -- The Bookwatch, November 2008 You'll get brilliantly lucid explanations of concepts like vertex morphing and variance shadow mapping—as well as a new respect for the incredible craftsmanship that goes into today's PC games. -- Logan Decker, PC Gamer Magazine , February 2009
Book Synopsis Programming Vertex and Pixel Shaders by : Wolfgang F. Engel
Download or read book Programming Vertex and Pixel Shaders written by Wolfgang F. Engel and published by Delmar Thomson Learning. This book was released on 2004 with total page 413 pages. Available in PDF, EPUB and Kindle. Book excerpt: A definitive guide to shader programming teaches techniques like shadow mapping, displacement mapping, and high-dynamic lighting, which allows game programmers to create unique games and graphics. Original. (Advanced)
Book Synopsis 3D Game Engine Design by : David Eberly
Download or read book 3D Game Engine Design written by David Eberly and published by CRC Press. This book was released on 2006-11-03 with total page 1008 pages. Available in PDF, EPUB and Kindle. Book excerpt: The first edition of 3D Game Engine Design was an international bestseller that sold over 17,000 copies and became an industry standard. In the six years since that book was published, graphics hardware has evolved enormously. Hardware can now be directly controlled through techniques such as shader programming, which requires an entirely new thought process of a programmer. In a way that no other book can do, this new edition shows step by step how to make a shader-based graphics engine and how to tame this new technology. Much new material has been added, including more than twice the coverage of the essential techniques of scene graph management, as well as new methods for managing memory usage in the new generation of game consoles and portable game players. There are expanded discussions of collision detection, collision avoidance, and physics—all challenging subjects for developers. The mathematics coverage is now focused towards the end of the book to separate it from the general discussion. As with the first edition, one of the most valuable features of this book is the inclusion of Wild Magic, a commercial quality game engine in source code that illustrates how to build a real-time rendering system from the lowest-level details all the way to a working game. Wild Magic Version 4 consists of over 300,000 lines of code that allows the results of programming experiments to be seen immediately. This new version of the engine is fully shader-based, runs on Windows XP, Mac OS X, and Linux, and is only available with the purchase of the book.
Download or read book ShaderX4 written by Wolfgang F. Engel and published by . This book was released on 2006 with total page 626 pages. Available in PDF, EPUB and Kindle. Book excerpt: With all new articles, this resource provides graphics and game programmers with innovative, ready-to-use techniques and tips for programming that have been written by pros and industry experts. By using these techniques, programmers will become more efficient and better prepared to overcome a variety of programming challenges.
Book Synopsis Real-Time Rendering, Fourth Edition by : Tomas Akenine-Möller
Download or read book Real-Time Rendering, Fourth Edition written by Tomas Akenine-Möller and published by CRC Press. This book was released on 2018-08-06 with total page 1199 pages. Available in PDF, EPUB and Kindle. Book excerpt: Thoroughly updated, this fourth edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used in games and other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style. New to this edition: new chapter on VR and AR as well as expanded coverage of Visual Appearance, Advanced Shading, Global Illumination, and Curves and Curved Surfaces.