Practical Rendering and Computation with Direct3D 11txt,chm,pdf,epub,mobi下载 作者: Jason Zink / Matt Pettineo / Jack Hoxley 出版社: A K Peters/CRC Press 出版年: 2011-7-27 页数: 648 定价: USD 69.95 装帧: Hardcover ISBN: 9781568817200 内容简介 · · · · · ·Direct3D 11 offers such a wealth of capabilities that users can sometimes get lost in the details of specific APIs and their implementation. While there is a great deal of low-level information available about how each API function should be used, there is little documentation that shows how best to leverage these capabilities. Written by active members of the Direct3D communit... 作者简介 · · · · · ·Matt Pettineo first began studying graphics programming during college, while developing an interactive 3D simulation program for an autonomous vehicle. Today he works as a full-time graphics programmer in the games industry, and regularly contributes graphical samples and research to his blog, The Danger Zone. Matt is currently a graphics/engine programmer for Ready At Dawn St... 目录 · · · · · ·Overview of Direct3D 11Direct3D Framework Pipeline Resources Interfacing with Direct3D Getting Started · · · · · · () Overview of Direct3D 11 Direct3D Framework Pipeline Resources Interfacing with Direct3D Getting Started Direct3D 11 Resources Resources Overview Resources in Detail Resource Manipulations The Rendering Pipeline Pipeline State Pipeline Execution Input Assembler Vertex Shader Hull Shader Tessellator Domain Shader Geometry Shader Stream Output Rasterizer Pixel Shader Output Merger High-Level Pipeline Functions The Tessellation Pipeline Introduction Tessellation and the Direct3D Pipeline Parameters for Tessellation Effects of Parameters The Computation Pipeline Introduction DirectCompute Threading Model DirectComputeMemory Model Thread Synchronization Algorithm Design High Level Shading Language Introduction Usage Process Language Basics Constant Buffers Resource Objects Dynamic Shader Linkage Intrinsic Functions Shader Reflection Using fxc.exe Multithreaded Rendering Introduction Motivations for Multithreaded Rendering Direct3D 11 Threading Model Context Pipeline State Propagation Potential Usage Scenarios Practical Considerations and Tips Conclusion Mesh Rendering Mesh Transformations Vertex Skinning Vertex Skinning with Displacement Mapping Dynamic Tessellation Terrain Tessellation Higher-Order Surfaces Image Processing Image Processing Primer Gaussian Filter Bilateral Filter Deferred Rendering Overview ClassicDeferred Rendering Light Pre-Pass Deferred Rendering Optimizations Anti-Aliasing Transparency Simulations Water Simulation Particle Systems Multithreaded Paraboloid Rendering Theory Implementation Design Multithreading Scenario Conclusion Appendix A: Source Code Appendix B: Direct3D 11 Queries Appendix C: Tessellation Summary Bibliography Index · · · · · · () |
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