Introduction to 3D Game Programming with DirectX 12 / / Frank Luna.
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 t...
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Superior document: | Title is part of eBook package: De Gruyter MLI ASEE STEM eBook-Package 2024 |
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Place / Publishing House: | Dulles, VA : : Mercury Learning and Information, , [2016] ©2016 |
Year of Publication: | 2016 |
Language: | English |
Online Access: | |
Physical Description: | 1 online resource (900 p.) |
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001 | 9781683922902 | ||
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100 | 1 | |a Luna, Frank, |e author. |4 aut |4 http://id.loc.gov/vocabulary/relators/aut | |
245 | 1 | 0 | |a Introduction to 3D Game Programming with DirectX 12 / |c Frank Luna. |
264 | 1 | |a Dulles, VA : |b Mercury Learning and Information, |c [2016] | |
264 | 4 | |c ©2016 | |
300 | |a 1 online resource (900 p.) | ||
336 | |a text |b txt |2 rdacontent | ||
337 | |a computer |b c |2 rdamedia | ||
338 | |a online resource |b cr |2 rdacarrier | ||
347 | |a text file |b PDF |2 rda | ||
505 | 0 | 0 | |t Frontmatter -- |t CONTENTS -- |t ACKNOWLEDGMENTS -- |t INTRODUCTION -- |t Part 1. MATHEMATICAL PREREQUISITES -- |t Chapter 1. VECTOR ALGEBRA -- |t Chapter 2. MATRIX ALGEBRA -- |t Chapter 3. TRANSFORMATIONS -- |t Part 2. DIRECT3D FOUNDATIONS -- |t Chapter 4. DIRECT3D INITIALIZATION -- |t Chapter 5. THE RENDERING PIPELINE -- |t Chapter 6. DRAWING IN DIRECT3D -- |t Chapter 7. DRAWING IN DIRECT3D PART II -- |t Chapter 8. LIGHTING -- |t Chapter 9. TEXTURING -- |t Chapter 10. BLENDING -- |t Chapter 11. STENCILING -- |t Chapter 12. THE GEOMETRY SHADER -- |t Chapter 13. THE COMPUTE SHADER -- |t Chapter 14. THE TESSELLATION STAGES -- |t Part 3. Topics -- |t Chapter 15. BUILDING A FIRST PERSON CAMERA AND DYNAMIC INDEXING -- |t Chapter 16. INSTANCING AND FRUSTUM CULLING -- |t Chapter 17. PICKING -- |t Chapter 18. CUBE MAPPING -- |t Chapter 19. NORMAL MAPPING -- |t Chapter 20. SHADOW MAPPING -- |t Chapter 21. AMBIENT OCCLUSION -- |t Chapter 22. QUATERNIONS -- |t Chapter 23. CHARACTER ANIMATION -- |t Appendix A. INTRODUCTION TO WINDOWS PROGRAMMING -- |t Appendix B. HIGH LEVEL SHADER LANGUAGE REFERENCE -- |t Appendix C. SOME ANALYTIC GEOMETRY -- |t Appendix D. SOLUTIONS TO SELECTED EXERCISES -- |t Appendix E. BIBLIOGRAPHY AND FURTHER READING -- |t INDEX |
506 | 0 | |a restricted access |u http://purl.org/coar/access_right/c_16ec |f online access with authorization |2 star | |
520 | |a 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 info@merclearning.com. 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 | ||
530 | |a Issued also in print. | ||
538 | |a Mode of access: Internet via World Wide Web. | ||
546 | |a In English. | ||
588 | 0 | |a Description based on online resource; title from PDF title page (publisher's Web site, viewed 02. Jun 2024) | |
650 | 4 | |a Game Design. | |
650 | 4 | |a Programming. | |
650 | 7 | |a COMPUTERS / Programming / Games. |2 bisacsh | |
773 | 0 | 8 | |i Title is part of eBook package: |d De Gruyter |t MLI ASEE STEM eBook-Package 2024 |z 9783111564340 |
773 | 0 | 8 | |i Title is part of eBook package: |d De Gruyter |t MLI and ITGP STEM IT PACKAGE |z 9783111574073 |
773 | 0 | 8 | |i Title is part of eBook package: |d De Gruyter |t Sciendo All Ebooks Trial Collection 2024 |z 9783111502496 |
776 | 0 | |c EPUB |z 9781944534554 | |
776 | 0 | |c print |z 9781942270065 | |
856 | 4 | 0 | |u https://doi.org/10.1515/9781683922902 |
856 | 4 | 0 | |u https://www.degruyter.com/isbn/9781683922902 |
856 | 4 | 2 | |3 Cover |u https://www.degruyter.com/document/cover/isbn/9781683922902/original |
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912 | |a 978-3-11-156434-0 MLI ASEE STEM eBook-Package 2024 |b 2024 | ||
912 | |a 978-3-11-157407-3 MLI and ITGP STEM IT PACKAGE | ||
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