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 029 1 GBVCP|b882838946 035 (OCoLC)870904454|z(OCoLC)1259159759 037 CL0500000388|bSafari Books Online 040 UMI|beng|epn|cUMI|dE7B|dCOO|dDEBBG|dDEBSZ|dOCLCA|dCCO |dOCLCF|dOCLCQ|dCOCUF|dCNNOR|dMOR|dN$T|dAGLDB|dOCLCQ |dOCLCO|dU3W|dD6H|dSTF|dVTS|dCEF|dNRAMU|dOCLCQ|dOCLCO|dNLE |dINT|dVT2|dOCLCQ|dOCLCO|dG3B|dTKN|dOCLCQ|dOCLCO|dAU@ |dOCLCA|dUKAHL|dHS0|dOCLCQ|dOCLCO|dQGK|dOCLCQ|dOCLCO |dOCLCL 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