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Introduction To 3d Game Programming With Directx 12


Introduction To 3d Game Programming With Directx 12
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Introduction To 3d Game Programming With Directx 12


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



Introduction To 3d Game Programming With Directx 9 0c


Introduction To 3d Game Programming With Directx 9 0c
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Author : Frank Luna
language : en
Publisher: Jones & Bartlett Publishers
Release Date : 2006-06-07

Introduction To 3d Game Programming With Directx 9 0c written by Frank Luna and has been published by Jones & Bartlett Publishers this book supported file pdf, txt, epub, kindle and other format this book has been release on 2006-06-07 with Computers categories.


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.



Introduction To 3d Game Programming With Directx 9 0c A Shader Approach


Introduction To 3d Game Programming With Directx 9 0c A Shader Approach
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Author : Frank Luna
language : en
Publisher: Wordware Publishing, Inc.
Release Date : 2006-06-07

Introduction To 3d Game Programming With Directx 9 0c A Shader Approach written by Frank Luna and has been published by Wordware Publishing, Inc. this book supported file pdf, txt, epub, kindle and other format this book has been release on 2006-06-07 with Computers categories.


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.



Practical Rendering And Computation With Direct3d 11


Practical Rendering And Computation With Direct3d 11
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Author : Jason Zink
language : en
Publisher: CRC Press
Release Date : 2016-04-19

Practical Rendering And Computation With Direct3d 11 written by Jason Zink and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-04-19 with Computers categories.


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



Real Time 3d Rendering With Directx And Hlsl


Real Time 3d Rendering With Directx And Hlsl
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Author : Paul Varcholik
language : en
Publisher: Addison-Wesley Professional
Release Date : 2014-05-03

Real Time 3d Rendering With Directx And Hlsl written by Paul Varcholik and has been published by Addison-Wesley Professional this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014-05-03 with Computers categories.


Get Started Quickly with DirectX 3D Programming: No 3D Experience Needed This step-by-step text demystifies modern graphics programming so you can quickly start writing professional code with DirectX and HLSL. Expert graphics instructor Paul Varcholik starts with the basics: a tour of the Direct3D graphics pipeline, a 3D math primer, and an introduction to the best tools and support libraries. Next, you’ll discover shader authoring with HLSL. You’ll implement basic lighting models, including ambient lighting, diffuse lighting, and specular highlighting. You’ll write shaders to support point lights, spotlights, environment mapping, fog, color blending, normal mapping, and more. Then you’ll employ C++ and the Direct3D API to develop a robust, extensible rendering engine. You’ll learn about virtual cameras, loading and rendering 3D models, mouse and keyboard input, and you’ll create a flexible effect and material system to integrate your shaders. Finally, you’ll extend your graphics knowledge with more advanced material, including post-processing techniques for color filtering, Gaussian blurring, bloom, and distortion mapping. You’ll develop shaders for casting shadows, work with geometry and tessellation shaders, and implement a complete skeletal animation system for importing and rendering animated models. You don’t need any experience with 3D graphics or the associated math: Everything’s taught hands-on, and all graphics-specific code is fully explained. Coverage includes • The Direct3D API and graphics pipeline • A 3D math primer: vectors, matrices, coordinate systems, transformations, and the DirectX Math library • Free and low-cost tools for authoring, debugging, and profiling shaders • Extensive treatment of HLSL shader authoring • Development of a C++ rendering engine • Cameras, 3D models, materials, and lighting • Post-processing effects • Device input, component-based architecture, and software services • Shadow mapping, depth maps, and projective texture mapping • Skeletal animation • Geometry and tessellation shaders • Survey of rendering optimization, global illumination, compute shaders, deferred shading, and data-driven engine architecture



3d Game Engine Design


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.



Computer Graphics From Scratch


Computer Graphics From Scratch
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Author : Gabriel Gambetta
language : en
Publisher: No Starch Press
Release Date : 2021-05-13

Computer Graphics From Scratch written by Gabriel Gambetta and has been published by No Starch Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-05-13 with Computers categories.


Computer Graphics from Scratch demystifies the algorithms used in modern graphics software and guides beginners through building photorealistic 3D renders. Computer graphics programming books are often math-heavy and intimidating for newcomers. Not this one. Computer Graphics from Scratch takes a simpler approach by keeping the math to a minimum and focusing on only one aspect of computer graphics, 3D rendering. You’ll build two complete, fully functional renderers: a raytracer, which simulates rays of light as they bounce off objects, and a rasterizer, which converts 3D models into 2D pixels. As you progress you’ll learn how to create realistic reflections and shadows, and how to render a scene from any point of view. Pseudocode examples throughout make it easy to write your renderers in any language, and links to live JavaScript demos of each algorithm invite you to explore further on your own. Learn how to: Use perspective projection to draw 3D objects on a 2D plane Simulate the way rays of light interact with surfaces Add mirror-like reflections and cast shadows to objects Render a scene from any camera position using clipping planes Use flat, Gouraud, and Phong shading to mimic real surface lighting Paint texture details onto basic shapes to create realistic-looking objects Whether you’re an aspiring graphics engineer or a novice programmer curious about how graphics algorithms work, Gabriel Gambetta’s simple, clear explanations will quickly put computer graphics concepts and rendering techniques within your reach. All you need is basic coding knowledge and high school math. Computer Graphics from Scratch will cover the rest.



Introduction To 3d Game Programming With Directx 9 0


Introduction To 3d Game Programming With Directx 9 0
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Author : Frank Luna
language : en
Publisher: Jones & Bartlett Learning
Release Date : 2003-06-09

Introduction To 3d Game Programming With Directx 9 0 written by Frank Luna and has been published by Jones & Bartlett Learning this book supported file pdf, txt, epub, kindle and other format this book has been release on 2003-06-09 with Computers categories.


Introduction to 3D Game Programming with DirectX 9.0 provides an introduction to programming interactive 3D computer graphics using DirectX 9.0, with an emphasis on game development. The book begins with an explanation of mathematical tools and moves on to general 3D concepts. Other topics include performing basic operations in Direct3D such as primitive drawing, lighting, texturing, alpha blending, and stenciling, and using Direct3D to implement techniques that could be required in a game. Chapters on vertex and pixel shaders, including the effects framework and the new High-Level Shading Language, wrap up the discussion.Understand basic mathematical and 3D concepts; learn how to describe and draw interactive 3D scenes using the Direct3D 9.0 API; use Direct3D and the D3DX utility library to implement a variety of techniques and applications, such as transparency, shadows, reflections, fonts, meshes, using XFiles, progressive meshes, terrain rendering, particle systems, picking, cartoon rendering, and multitexturing; find out how to write vertex and pixel shader programs with the High-Level Shading Language; discover how to write and use effect files with the Direct3D effects framework.



Introduction To 3d Game Programming With Directx 10


Introduction To 3d Game Programming With Directx 10
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Author : Frank D. Luna
language : en
Publisher: Jones & Bartlett Publishers
Release Date : 2008

Introduction To 3d Game Programming With Directx 10 written by Frank D. Luna and has been published by Jones & Bartlett Publishers this book supported file pdf, txt, epub, kindle and other format this book has been release on 2008 with Computers categories.


"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.