Real Time Rendering Tricks And Techniques In Directx
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Author | : Kelly Dempski |
Publisher | : Cengage Learning Ptr |
Total Pages | : 821 |
Release | : 2002 |
Genre | : Computers |
ISBN | : 9781931841276 |
Providing explanations on how to implement commonly asked for features using the DirectX 8 API, this text should be of interest to both graphic designers and games programmers.
Author | : Tomas Akenine-Möller |
Publisher | : CRC Press |
Total Pages | : 1046 |
Release | : 2019-01-18 |
Genre | : Computers |
ISBN | : 1315362007 |
Thoroughly revised, this third edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used in games and other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style. The authors have made the figures used in the book available for download for fair use.:Download Figures. Reviews Rendering has been a required reference for professional graphics practitioners for nearly a decade. This latest edition is as relevant as ever, covering topics from essential mathematical foundations to advanced techniques used by today’s cutting edge games. -- Gabe Newell, President, Valve, May 2008 Rendering ... has been completely revised and revamped for its updated third edition, which focuses on modern techniques used to generate three-dimensional images in a fraction of the time old processes took. From practical rendering for games to math and details for better interactive applications, it's not to be missed. -- The Bookwatch, November 2008 You'll get brilliantly lucid explanations of concepts like vertex morphing and variance shadow mapping—as well as a new respect for the incredible craftsmanship that goes into today's PC games. -- Logan Decker, PC Gamer Magazine , February 2009
Author | : Wolfgang F. Engel |
Publisher | : Wordware |
Total Pages | : 681 |
Release | : 2003 |
Genre | : Computers |
ISBN | : 9781556229886 |
Topics include advanced implementation of image space techiques and non-photorealistic rendering in Microsoft's DirectX 9.0
Author | : Eric Haines |
Publisher | : Apress |
Total Pages | : 622 |
Release | : 2019-02-25 |
Genre | : Computers |
ISBN | : 1484244273 |
This book is a must-have for anyone serious about rendering in real time. With the announcement of new ray tracing APIs and hardware to support them, developers can easily create real-time applications with ray tracing as a core component. As ray tracing on the GPU becomes faster, it will play a more central role in real-time rendering. Ray Tracing Gems provides key building blocks for developers of games, architectural applications, visualizations, and more. Experts in rendering share their knowledge by explaining everything from nitty-gritty techniques that will improve any ray tracer to mastery of the new capabilities of current and future hardware. What you'll learn: The latest ray tracing techniques for developing real-time applications in multiple domains Guidance, advice, and best practices for rendering applications with Microsoft DirectX Raytracing (DXR) How to implement high-performance graphics for interactive visualizations, games, simulations, and more Who this book is for:Developers who are looking to leverage the latest APIs and GPU technology for real-time rendering and ray tracing Students looking to learn about best practices in these areas Enthusiasts who want to understand and experiment with their new GPUs
Author | : Hubert Nguyen |
Publisher | : Addison-Wesley Professional |
Total Pages | : 942 |
Release | : 2008 |
Genre | : Computers |
ISBN | : 9780321515261 |
Still more useful techniques, tips, and tricks for harnessing the power of the new generation of powerful GPUs.
Author | : Wolfgang F. Engel |
Publisher | : Wolfgang Engel |
Total Pages | : 526 |
Release | : 2002 |
Genre | : Computers |
ISBN | : 9781556220418 |
Focusing on Direct3D 8.x, this book shows a wide array of specialized vertex and pixel shader programming tricks from industry experts.
Author | : Wolfgang Engel |
Publisher | : CRC Press |
Total Pages | : 322 |
Release | : 2016-03-23 |
Genre | : Computers |
ISBN | : 1498742548 |
The latest edition of this bestselling game development reference offers proven tips and techniques for the real-time rendering of special effects and visualization data that are useful for beginners and seasoned game and graphics programmers alike.Exploring recent developments in the rapidly evolving field of real-time rendering, GPU Pro 7: Advanc
Author | : Frank Luna |
Publisher | : Mercury Learning and Information |
Total Pages | : 1029 |
Release | : 2012-03-15 |
Genre | : Computers |
ISBN | : 1937585964 |
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, the compute shader, dynamic shader linkage and covers advanced rendering techniques such as screen-space ambient occlusion, level-of-detail handling, cascading shadow maps, volume rendering, and character animation. Includes a companion CD-ROM with code and figures. eBook Customers: Companion files are available for downloading with order number/proof of purchase by writing to the publisher at [email protected].
Author | : Wolfgang Engel |
Publisher | : CRC Press |
Total Pages | : 500 |
Release | : 2016-04-19 |
Genre | : Computers |
ISBN | : 1439865604 |
This book focuses on advanced rendering techniques that run on the DirectX and/or OpenGL run-time with any shader language available. It includes articles on the latest and greatest techniques in real-time rendering, including MLAA, adaptive volumetric shadow maps, light propagation volumes, wrinkle animations, and much more. The book emphasizes te
Author | : Ron Fosner |
Publisher | : Morgan Kaufmann |
Total Pages | : 426 |
Release | : 2003-01-14 |
Genre | : Computers |
ISBN | : 1558608532 |
Beginning with the mathematical basics of vertex and pixel shaders, and building to detailed accounts of programmable shader operations, this title provides the foundation and techniques necessary for replicating popular cinema-style 3D graphics as well as creating your own real-time procedural shaders.