Interactive 3d Graphics In Windows

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Interactive 3d Graphics In Windows
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Author : Roy Hall
language : en
Publisher: Springer Science & Business Media
Release Date : 2012-12-06
Interactive 3d Graphics In Windows written by Roy Hall and has been published by Springer Science & Business Media this book supported file pdf, txt, epub, kindle and other format this book has been release on 2012-12-06 with Computers categories.
Interactive 3-D Graphics in Windows is a hands-on book which uses a component software approach to help Visual C++ programmers quickly and easily develop windows-integrated, interactive 3-D graphics applications. The book includes JOEY, a 3-D user interface toolkit which addresses interaction issues not dealt with in the Microsoft User Interface Style Guide. JOEY provides a 3-D user interface, 3-D tools OLE Linking and Embedding and OLE automation within the MFC framework so that the application programmer can focus on application functionality. Using this book and JOEY, an experienced Visual C++ programmer can create an interactive 3-D application in a few hours. Roy Hall and Danielle Forsyth are the founders of Crisis in Perspective, Inc. in Portland, Oregon. Crisis in Perspective develops modeling systems for architects and building professionals which facilitate modeling and animation in the same way that word processors facilitate written document design; powerful, flexible, and extensive modeling systems for people that do not yet know exactly what they want to build.
3d Programming For Windows
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Author : Charles Petzold
language : en
Publisher:
Release Date : 2008
3d Programming For Windows written by Charles Petzold and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2008 with Computers categories.
Provides information on programming 3D graphics using Windows Presentation Foundation 3D API.
3d Game Engine Design
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Author : David Eberly
language : en
Publisher: CRC Press
Release Date : 2006-11-03
3d Game Engine Design written by David Eberly and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2006-11-03 with Art categories.
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.
Nasa Technical Memorandum
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Author :
language : en
Publisher:
Release Date : 1992
Nasa Technical Memorandum written by and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 1992 with Aeronautics categories.
Functional Requirements Document For The Earth Observing System Data And Information System Eosdis Scientific Computing Facilities Scf Of The Nasa Mfsc Earth Science And Applications Division 1992
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Author :
language : en
Publisher:
Release Date : 1992
Functional Requirements Document For The Earth Observing System Data And Information System Eosdis Scientific Computing Facilities Scf Of The Nasa Mfsc Earth Science And Applications Division 1992 written by and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 1992 with Earth sciences categories.
Functional Requirements Document For The Earth Observing System Data And Information System Eosdis Scientific Computing Facilities Scf Of The Nasa Msfc Earth Science And Applications Division 1992
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Author : Michael E. Botts
language : en
Publisher:
Release Date : 1992
Functional Requirements Document For The Earth Observing System Data And Information System Eosdis Scientific Computing Facilities Scf Of The Nasa Msfc Earth Science And Applications Division 1992 written by Michael E. Botts and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 1992 with Earth sciences categories.
Human Computer Interaction
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Author : Steve Howard
language : en
Publisher: Springer
Release Date : 2013-06-05
Human Computer Interaction written by Steve Howard and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2013-06-05 with Computers categories.
The theme of the 1997 INTERACT conference, 'Discovering New Worlds ofHCI', signals major changes that are taking place with the expansion of new technologies into fresh areas of work and leisure throughout the world and new pervasive, powerful systems based on multimedia and the internet. HCI has a vital role to play in these new worlds, to ensure that people using the new technologies are empowered rather than subjugated to the technology that they increasingly have to use. In addition, outcomes from HCI research studies over the past 20 years are now finding their way into many organisations and helping to improve and enhance work practices. These factors have strongly influenced the INTERACT'97 Committee when creating the conference programme, with the result that, besides the more traditional HCI research and education focus found in previous INTERACT conferences, one strand of the 1997 conference has been devoted to industry and another to multimedia. The growth in the IFIP TCI3 committee itself reflects the expansion ofHCI into new worlds. Membership oflFIP TC13 has risen to now include representatives of 24 IFIP member country societies from many parts of the world. In 1997, IFIP TCl3 breaks new ground by holding its sixth INTERACT conference in the Asia-Pacific region. This is a significant departure from previous INTERACT conferences, that were all held in Europe, and is especially important for the Asia-Pacific region, as HCI expands beyond its traditional base.
Human Computer Interaction Interact 87
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Author : H.-J. Bullinger
language : en
Publisher: Elsevier
Release Date : 2014-05-21
Human Computer Interaction Interact 87 written by H.-J. Bullinger and has been published by Elsevier this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014-05-21 with Computers categories.
Since the first INTERACT Conference in September 1984, the field of Human-Computer Interaction has received increasing attention from researchers and industrial practitioners, the importance of the topic now being widely recognized. Technological developments have made it possible to seek new solutions to the problem of supporting work processes by information technology and for designing the interface between user and the machine. Computers have become an everyday and common tool in the work of many people. This has motivated the development of an interdisciplinary field of research, which now appears much more established than it was a few years ago.The INTERACT forums provide the opportunity for regular presentation and discussion of new results from research and application by bringing together the various disciplines and research approaches on a worldwide basis.
Introduction To 3d Game Programming With Directx 12
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Author : Frank Luna
language : en
Publisher: Mercury Learning and Information
Release Date : 2016-04-19
Introduction To 3d Game Programming With Directx 12 written by Frank Luna and has been published by Mercury Learning and Information this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-04-19 with Computers categories.
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
Webgl Programming Guide
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Author : Kouichi Matsuda
language : en
Publisher: Pearson Education
Release Date : 2013
Webgl Programming Guide written by Kouichi Matsuda and has been published by Pearson Education this book supported file pdf, txt, epub, kindle and other format this book has been release on 2013 with Computers categories.
With this book, students will learn step-by-step, through realistic examples, building their skills as they move from simple to complex solutions for building visually appealing web pages and 3D applications with WebGL. Media, 3D graphics, and WebGL pioneers Dr. Kouichi Matsuda and Dr. Rodger Lea offer easy-to-understand tutorials on key aspects of WebGL, plus 100 downloadable sample programs, each demonstrating a specific WebGL topic. Students will move from basic techniques such as rendering, animating, and texturing triangles, all the way to advanced techniques such as fogging, shadowing, shader switching, and displaying 3D models generated by Blender or other authoring tools. This book won't just teach WebGL best practices, it will give a library of code to jumpstart projects.