Introduction to 3D game programming with Directx ®11 / Frank D. Luna.

By: Luna, Frank D [author.]Material type: TextTextPublisher: Dulles, Virginia : Mercury Learning and Information, [2012]Copyright date: © 2012 by Mercury Learning and Information LLCDescription: xxxviii, 864 pages : illustrations ; 23 cm + 1 CD-ROM (4 3/4 inch)Content type: text Media type: unmediated | computer Carrier type: volume | computer discISBN: 9781936420223Other title: Introduction to 3D game programming with DirectX 11Subject(s): DirectX | Three-dimensional display systems | Computer games -- ProgrammingDDC classification: 794.81536
Contents:
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.
Summary: "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.
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Item type Current location Call number Materials specified Status Date due Barcode Item holds
NB-Book NB-Book Uofcanada Library
794.81536 FRA/NB (Browse shelf) Not for loan 00000322
NB-CD NB-CD Uofcanada Library
794.81536 FRA/NB (Browse shelf) Not for loan 00000323
Total holds: 0

Includes bibliographical references and index.

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.

"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.

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