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LEADER 00000cam a2200733 a 4500 
001    870904454 
003    OCoLC 
005    20240129213017.0 
006    m     o  d         
007    cr unu|||||||| 
008    140221s2014    enka    ob    001 0 eng d 
019    1259159759 
020    9781849697118|q(electronic bk.) 
020    1849697116|q(electronic bk.) 
029 1  DEBBG|bBV041784188 
029 1  DEBSZ|b404339123 
029 1  DEBSZ|b493140034 
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035    (OCoLC)870904454|z(OCoLC)1259159759 
037    CL0500000388|bSafari Books Online 
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049    INap 
082 04 006.6869 
082 04 006.6869|223 
099    eBook O'Reilly for Public Libraries 
100 1  Stenning, Justin. 
245 10 Direct3D rendering cookbook :|b50 practical recipes to 
       guide you through the advanced rendering techniques in 
       Direct3D to help bring your 3D graphics project to life /
       |cJustin Stenning.|h[O'Reilly electronic resource] 
246 3  Fifty practical recipes to guide you through the advanced 
       rendering techniques in Direct3D to help bring your 3D 
       graphics project to life 
260    Birmingham, UK :|bPackt Pub.,|c2014. 
264  4 |c©2014 
300    1 online resource (1 volume) :|billustrations 
336    text|btxt|2rdacontent 
337    computer|bc|2rdamedia 
338    online resource|bcr|2rdacarrier 
347    text file 
504    Includes bibliographical references and index. 
505 0  Cover; Copyright; Credits; About the Author; About the 
       Reviewers; www.PacktPub.com; Table of Contents; Preface; 
       Chapter 1: Getting Started with Direct3D; Introduction; 
       Introducing Direct3D 11.1 and 11.2; Building a Direct3D 11
       application with C# and SharpDX; Initializing a Direct3D 
       11.1/11.2 device and swap chain; Debugging your Direct3D 
       application; Chapter 2: Rendering with Direct3D; 
       Introduction; Using the sample rendering framework; 
       Creating device-dependent resources; Creating size-
       dependent resources; Creating a Direct3D renderer class; 
       Rendering primitives 
505 8  Applying multisample anti-aliasingImplementing texture 
       sampling; Chapter 3: Rendering Meshes; Introduction; 
       Rendering a cube and sphere; Preparing the vertex and 
       constant buffers for materials and lighting; Adding 
       material and lighting; Using a right-handed coordinate 
       system; Loading a static mesh from a file; Chapter 4: 
       Animating Meshes with Vertex Skinning; Introduction; 
       Preparing the vertex shader and buffers for vertex 
       skinning; Loading bones in the mesh renderer; Animating 
       bones; Chapter 5: Applying Hardware Tessellation; 
       Introduction 
505 8  Preparing the vertex shader and buffers for 
       tessellationTessellating a triangle and quad; Tessellating
       bicubic Bezier surfaces; Refining meshes with Phong 
       tessellation; Optimizing tessellation through back-face 
       culling and dynamic Level-of-Detail; Chapter 6: Adding 
       Surface Detail with Normal and Displacement Mapping; 
       Introduction; Referencing multiple textures in a material;
       Adding surface detail with normal mapping; Adding surface 
       detail with displacement mapping; Implementing 
       displacement decals; Optimizing tessellation based on 
       displacement decal (displacement adaptive tessellation) 
505 8  Chapter 7: Performing Image Processing 
       TechniquesIntroduction; Running a compute shader -- 
       desaturation (grayscale); Adjusting the contrast and 
       brightness; Implementing box blur using separable 
       convolution filters; Implementing a Gaussian blur filter; 
       Detecting edges with the Sobel edge-detection filter; 
       Calculating an image's luminance histogram; Chapter 8: 
       Incorporating Physics and Simulations; Introduction; Using
       a physics engine; Simulating ocean waves; Rendering 
       particles; Chapter 9: Rendering on Multiple Threads and 
       Deferred Contexts; Introduction; Benchmarking 
       multithreaded rendering 
505 8  Implementing multithreaded dynamic cubic environment 
       mappingImplementing dual paraboloid environment mapping; 
       Chapter 10: Implementing Deferred Rendering; Introduction;
       Filling the G-Buffer; Implementing a screen-aligned quad 
       renderer; Reading the G-Buffer; Adding multiple lights; 
       Incorporating multisample anti-aliasing; Chapter 11: 
       Integrating Direct3D with XAML and Windows 8.1; 
       Introduction; Preparing the swap chain for a Windows Store
       app; Rendering to a CoreWindow; Rendering to an XAML 
       SwapChainPanel; Loading and compiling resources 
       asynchronously; Appendix: Further Reading; Index 
520    This is a practical cookbook that dives into the various 
       methods of programming graphics with a focus on games. It 
       is a perfect package of all the innovative and up-to-date 
       3D rendering techniques supported by numerous 
       illustrations, strong sample code, and concise 
       explanations. Direct3D Rendering Cookbook is for C# .NET 
       developers who want to learn the advanced rendering 
       techniques made possible with DirectX 11.1. It is expected
       that the reader has at least a cursory knowledge of 
       graphics programming, and although some knowledge of 
       Direct3D 10+ is helpful, it is not necessary. An 
       understanding. 
546    English. 
588 0  Online resource; title from cover (Safari, viewed February
       17, 2014). 
590    O'Reilly|bO'Reilly Online Learning: Academic/Public 
       Library Edition 
630 00 Direct3D. 
630 07 Direct3D.|2blmlsh 
630 07 Direct3D|2fast 
650  0 Computer graphics. 
650  0 Three-dimensional display systems. 
650  6 Infographie. 
650  6 Affichage tridimensionnel. 
650  7 computer graphics.|2aat 
650  7 three-dimensional.|2aat 
650  7 Computer graphics|2fast 
650  7 Three-dimensional display systems|2fast 
776 08 |iPrint version:|aStenning, Justin.|tDirect3D rendering 
       cookbook : 50 practical recipes to guide you through the 
       advanced rendering techniques in Direct3D to help bring 
       your 3D graphics project to life.|dBirmingham, England : 
       Packt Publishing, ©2014|hiii, 413 pages|z9781849697101 
856 40 |uhttps://ezproxy.naperville-lib.org/login?url=https://
       learning.oreilly.com/library/view/~/9781849697101/?ar
       |zAvailable on O'Reilly for Public Libraries 
938    Askews and Holts Library Services|bASKH|nAH26851204 
938    ebrary|bEBRY|nebr10830456 
938    EBSCOhost|bEBSC|n698474 
994    92|bJFN