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LEADER 00000cam a2200637 a 4500 
001    880416380 
003    OCoLC 
005    20240129213017.0 
006    m     o  d         
007    cr unu|||||||| 
008    140523s2014    njua    o     001 0 eng d 
016 7  016649177|2Uk 
019    908281366|a1153027889 
020    9780133570120 
020    0133570126 
020    0321962729 
020    9780321962720 
029 1  DEBBG|bBV042031555 
029 1  DEBSZ|b414170075 
029 1  GBVCP|b796785139 
035    (OCoLC)880416380|z(OCoLC)908281366|z(OCoLC)1153027889 
037    CL0500000431|bSafari Books Online 
040    UMI|beng|epn|cUMI|dOCLCA|dDEBBG|dDEBSZ|dVT2|dREB|dOCLCO
       |dOCLCQ|dOCLCF|dOCLCQ|dYDX|dCEF|dAU@|dOCLCA|dCNCEN|dOCLCO
       |dOCLCQ|dOCLCO 
049    INap 
082 04 006.6/93 
082 04 006.6/93|223 
099    eBook O'Reilly for Public Libraries 
100 1  Varcholik, Paul. 
245 10 Real-time 3D rendering with DirectX and HLSL :|ba 
       practical guide to graphics programming /|cPaul Varcholik.
       |h[O'Reilly electronic resource] 
246 3  Real-time three-dimensional rendering with DirectX and 
       high level shading language 
246 3  Real-time three-dimensional rendering with DirectX and 
       high level shader language 
260    Upper Saddle River, NJ :|bAddison-Wesley,|c©2014. 
300    1 online resource (1 volume) :|billustrations 
336    text|btxt|2rdacontent 
337    computer|bc|2rdamedia 
338    online resource|bcr|2rdacarrier 
490 0  The Addison-Wesley game design and development series 
500    Includes index. 
520    Get Started Quickly with DirectX 3D Programming: No 3D 
       Experience Needed This step-by-step text demystifies 
       modern graphics programming so you can quickly start 
       writing professional code with DirectX and HLSL. Expert 
       graphics instructor Paul Varcholik starts with the basics:
       a tour of the Direct3D graphics pipeline, a 3D math primer,
       and an introduction to the best tools and support 
       libraries. Next, you'll discover shader authoring with 
       HLSL. You'll implement basic lighting models, including 
       ambient lighting, diffuse lighting, and specular 
       highlighting. You'll write shaders to support point lights,
       spotlights, environment mapping, fog, color blending, 
       normal mapping, and more. Then you'll employ C++ and the 
       Direct3D API to develop a robust, extensible rendering 
       engine. You'll learn about virtual cameras, loading and 
       rendering 3D models, mouse and keyboard input, and you'll 
       create a flexible effect and material system to integrate 
       your shaders. Finally, you'll extend your graphics 
       knowledge with more advanced material, including post-
       processing techniques for color filtering, Gaussian 
       blurring, bloom, and distortion mapping. You'll develop 
       shaders for casting shadows, work with geometry and 
       tessellation shaders, and implement a complete skeletal 
       animation system for importing and rendering animated 
       models. You don't need any experience with 3D graphics or 
       the associated math: Everything's taught hands-on, and all
       graphics-specific code is fully explained. Coverage 
       includes: The Direct3D API and graphics pipeline; A 3D 
       math primer: vectors, matrices, coordinate systems, 
       transformations, and the DirectX Math library; Free and 
       low-cost tools for authoring, debugging, and profiling 
       shaders; Extensive treatment of HLSL shader authoring; 
       Development of a C++ rendering engine; Cameras, 3D models,
       materials, and lighting; Post-processing effects; Device 
       input, component-based architecture, and software 
       services; Shadow mapping, depth maps, and projective 
       texture mapping; Skeletal animation; Geometry and 
       tessellation shaders; Survey of rendering optimization, 
       global illumination, compute shaders, deferred shading, 
       and data-driven engine architecture. 
588 0  Online resource; title from title page (Safari, viewed May
       13, 2014). 
590    O'Reilly|bO'Reilly Online Learning: Academic/Public 
       Library Edition 
630 00 DirectX. 
630 07 DirectX|2fast 
650  0 Computer graphics|xProgramming. 
650  0 Three-dimensional display systems. 
650  0 High-level programming languages. 
650  6 Infographie|xProgrammation. 
650  6 Affichage tridimensionnel. 
650  6 Langages évolués (Informatique) 
650  7 three-dimensional.|2aat 
650  7 Computer graphics|xProgramming|2fast 
650  7 High-level programming languages|2fast 
650  7 Three-dimensional display systems|2fast 
776 08 |iPrint version:|aVarcholik, Paul.|tReal-time 3D rendering
       with DirectX and HLSL.|dUpper Saddle River, NJ : Addison-
       Wesley, ©2014|w(DLC)  2014933263 
856 40 |uhttps://ezproxy.naperville-lib.org/login?url=https://
       learning.oreilly.com/library/view/~/9780133570120/?ar
       |zAvailable on O'Reilly for Public Libraries 
938    YBP Library Services|bYANK|n14855800 
994    92|bJFN