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简介
Introduction to 3D Game Programming with DirectX 11 豆 8.6分
资源最后更新于 2020-09-23 15:12:04
作者:Frank Luna
出版社:Mercury Learning & Information
出版日期:2012-01
ISBN:9781936420223
文件格式: pdf
标签: DirectX11 DirectX 游戏开发 图形学 计算机图形学 3D C++ 计算机
简介· · · · · ·
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...
目录
Part I — Mathematical Prerequisites. Vector Algebra. Matrix Algebra. Transformations.
Part II — Direct3D Foundations. Direct3D Initialization. The Rendering Pipeline. Lighting. Texturing. Blending. Stenciling. The Geometry Shader. The Hardware Tessellation Shaders. The Compute Shader.
Part III — Direct3D Topics. Ambient Occlusion. Cube Mapping. Normal Mapping. Shadow Mapping. Cascaded Shadow Maps. Meshes. Quaternions. Character Animation. Picking. Volume Rendering. Terrain Rendering. Atmospheric Scattering and Cloud Rendering. Particle Systems and Stream Output. Appendices. Introduction to Windows Programming. High-Level Shading Language
Reference. Some Analytic Geometry
Part II — Direct3D Foundations. Direct3D Initialization. The Rendering Pipeline. Lighting. Texturing. Blending. Stenciling. The Geometry Shader. The Hardware Tessellation Shaders. The Compute Shader.
Part III — Direct3D Topics. Ambient Occlusion. Cube Mapping. Normal Mapping. Shadow Mapping. Cascaded Shadow Maps. Meshes. Quaternions. Character Animation. Picking. Volume Rendering. Terrain Rendering. Atmospheric Scattering and Cloud Rendering. Particle Systems and Stream Output. Appendices. Introduction to Windows Programming. High-Level Shading Language
Reference. Some Analytic Geometry