《Practical Rendering and Computation with Direct3D 11》电子书下载

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 11
Direct3D 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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