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003 | OSt | ||
005 | 20220622094526.0 | ||
007 | co ugu|||||||| | ||
008 | 120118s2012 vaua b 001 0 eng d | ||
010 | _a 2012931119 | ||
020 |
_a9781936420223 _qpaperback |
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035 | _a(OCoLC)ocn754724429 | ||
040 |
_aBTCTA _beng _cBTCTA _dYDXCP _dBWX _dKMM _dIXA _dBDX _dCDX _dDAC _dZWZ _dOCLCF _dDLC _dUOC _erda |
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042 | _alccopycat | ||
082 | 0 | 0 |
_a794.81536 _222 _bFRA |
100 | 1 |
_aLuna, Frank D. _eauthor. _9784 |
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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]. |
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264 | 4 | _c© 2012 by Mercury Learning and Information LLC. | |
300 |
_axxxviii, 864 pages : _billustrations ; _c23 cm + _e1 CD-ROM (4 3/4 inch). |
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336 |
_2rdacontent _atext _btxt |
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337 |
_2rdamedia _aunmediated _bn |
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337 |
_2rdamedia _acomputer _bc |
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338 |
_2rdacarrier _avolume _bnc |
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338 |
_2rdacarrier _acomputer disc _bcd |
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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 |
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650 | 0 |
_aComputer games _93174 _xProgramming. |
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_a7 _bcbc _ccopycat _d2 _encip _f20 _gy-gencatlg |
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