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Introduction to 3D game programming ...
~
Luna, Frank D.
Introduction to 3D game programming with Directx 11
紀錄類型:
書目-語言資料,印刷品 : 單行本
作者:
LunaFrank D.,
出版地:
Dulles, Virginia
出版者:
Mercury Learning and Information;
出版年:
c2012
面頁冊數:
xxxviii, 864 p.ill. : 23 cm.; 1 DVD-ROM (4 3/4 in.)+
標題:
Computer games - Programming -
標題:
Three-dimensional display systems -
附註:
Includes bibliographical references (p. 841-845) and index
摘要註:
"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 and the compute shader, and covers advanced rendering techniques such as ambient occlusion, normal and displacement mapping, shadow rendering, particle systems, and character animation. Includes a companion DVD with code and figures."--P. [4] of cover
ISBN:
978-1-93-642022-3
內容註:
Mathematical prerequisites Vector algebra Matrix algebra Transformations Direct3D foundations Direct3D initialization The rendering pipeline Drawing in Direct3D Lighting Texturing Blending Stenciling The geometry shader The compute shader The tessellation stages Topics Building a first person camera Instancing and frustum culling Picking Cube mapping Normal mapping and displacement mapping Terrain rendering Particle systems and stream-out Shadow mapping Ambient occlusion Meshes Quaternions Character animation Appendix A: Introduction to Windows programming Appendix B: High level shader language reference Appendix C: Some analytic geometry Appendix D: Solutions to exercises
Introduction to 3D game programming with Directx 11
Luna, Frank D.
Introduction to 3D game programming with Directx 11
/ Frank D. Luna - Dulles, Virginia : Mercury Learning and Information, c2012. - xxxviii, 864 p. ; ill. ; 23 cm..
Mathematical prerequisites.
Includes bibliographical references (p. 841-845) and index.
ISBN 978-1-93-642022-3ISBN 1-93-642022-8
Computer gamesThree-dimensional display systems -- Programming
Introduction to 3D game programming with Directx 11
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Mathematical prerequisites
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Vector algebra
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Matrix algebra
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Transformations
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Direct3D foundations
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Direct3D initialization
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The rendering pipeline
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Drawing in Direct3D
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Lighting
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Texturing
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Blending
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Stenciling
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The geometry shader
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The compute shader
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The tessellation stages
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Building a first person camera
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Instancing and frustum culling
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Picking
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Cube mapping
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Normal mapping and displacement mapping
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Terrain rendering
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Particle systems and stream-out
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Shadow mapping
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Ambient occlusion
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Meshes
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Quaternions
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Character animation
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Appendix A: Introduction to Windows programming
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Appendix B: High level shader language reference
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Appendix C: Some analytic geometry
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Appendix D: Solutions to exercises
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