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Real-time 3D rendering with DirectX and HLSL : a practical guide to graphics programming

Varcholik, Paul - Personal Name;

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 "


Availability
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My Library 006.6 Var r
15/00378
Available
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My Library 006.6 Var r
15/00379
Available
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My Library 006.6 Var r
15/00380
Available
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My Library 006.6 Var r
15/00381
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My Library 006.6 Var r
15/00382
Available
Detail Information
Series Title
-
Call Number
006.6 Var r
Publisher
Upper Saddle River, NJ : Addison-Wesley., 2014
Collation
569 p. ; 23 cm.
Language
English
ISBN/ISSN
9780321962720
Classification
006.6
Content Type
-
Media Type
-
Carrier Type
-
Edition
-
Subject(s)
Computer games
Three-dimensional display systems
Rendering
Specific Detail Info
-
Statement of Responsibility
-
Other version/related

No other version available

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