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007 co ugu||||||||
008 120118s2012 vaua b 001 0 eng d
010 _a 2012931119
020 _a9781936420223
_qpaperback
035 _a(OCoLC)ocn754724429
040 _aBTCTA
_beng
_cBTCTA
_dYDXCP
_dBWX
_dKMM
_dIXA
_dBDX
_dCDX
_dDAC
_dZWZ
_dOCLCF
_dDLC
_dUOC
_erda
042 _alccopycat
082 0 0 _a794.81536
_222
_bFRA
100 1 _aLuna, Frank D.
_eauthor.
_9784
245 1 0 _aIntroduction to 3D game programming with Directx ®11 /
_cFrank D. Luna.
246 3 0 _aIntroduction to 3D game programming with DirectX 11
264 1 _aDulles, Virginia :
_bMercury Learning and Information,
_c[2012].
264 4 _c© 2012 by Mercury Learning and Information LLC.
300 _axxxviii, 864 pages :
_billustrations ;
_c23 cm +
_e1 CD-ROM (4 3/4 inch).
336 _2rdacontent
_atext
_btxt
337 _2rdamedia
_aunmediated
_bn
337 _2rdamedia
_acomputer
_bc
338 _2rdacarrier
_avolume
_bnc
338 _2rdacarrier
_acomputer disc
_bcd
504 _aIncludes bibliographical references and index.
505 0 _aMathematical 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.
520 _a"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.
630 0 0 _aDirectX
_9785
650 0 _aThree-dimensional display systems.
_9779
650 0 _aComputer games
_93174
_xProgramming.
906 _a7
_bcbc
_ccopycat
_d2
_encip
_f20
_gy-gencatlg
942 _2ddc
_cBK
999 _c229
_d229