Frank Luna
Introduction to 3D Game Programming with DirectX 11
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Frank Luna
Introduction to 3D Game Programming with DirectX 11
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Produktdetails
- Produktdetails
- Verlag: De Gruyter
- 1. Auflage
- Seitenzahl: 902
- Erscheinungstermin: 13. März 2012
- Englisch
- Abmessung: 229mm x 178mm x 48mm
- Gewicht: 1497g
- ISBN-13: 9781936420223
- ISBN-10: 1936420228
- Artikelnr.: 34737283
- Herstellerkennzeichnung
- Walter de Gruyter
- Genthiner Straße 13
- 10785 Berlin
- productsafety@degruyterbrill.com
- Verlag: De Gruyter
- 1. Auflage
- Seitenzahl: 902
- Erscheinungstermin: 13. März 2012
- Englisch
- Abmessung: 229mm x 178mm x 48mm
- Gewicht: 1497g
- ISBN-13: 9781936420223
- ISBN-10: 1936420228
- Artikelnr.: 34737283
- Herstellerkennzeichnung
- Walter de Gruyter
- Genthiner Straße 13
- 10785 Berlin
- productsafety@degruyterbrill.com
Luna Frank: Frank Luna has been programming interactive 3D graphics with DirectX for more than fifteen years. He is the author of three bestselling books on DirectX and has worked in 3D medical visualization, 3D architectural design software, and gaming. He holds a BS in mathematics from the University of California, Irvine.
Part I
1) Mathematical Prerequisites
2) Vector Algebra
3) Matrix Algebra
4) Transformations
Part II
5) Direct3D Foundations
6) Direct3D Initialization
7) The Rendering Pipeline
8) Lighting
9) Texturing
10) Blending
11) Stenciling
12) The Geometry Shader
13) The Hardware Tessellation Shaders
14) The Compute Shader
Part III
15) Direct3D Topics
16) Ambient Occlusion
17) Cube Mapping
18) Normal Mapping
19) Shadow Mapping
20) Cascaded Shadow Maps
21) Meshes
22) Quaternions
23) Character Animation
24) Picking
25) Volume Rendering
26) Terrain Rendering
27) Atmospheric Scattering and Cloud Rendering
28) Particle Systems and Stream Output
Appendices
1) Introduction to Windows Programming
2) High-Level Shading Language Reference
3) Some Analytic Geometry
1) Mathematical Prerequisites
2) Vector Algebra
3) Matrix Algebra
4) Transformations
Part II
5) Direct3D Foundations
6) Direct3D Initialization
7) The Rendering Pipeline
8) Lighting
9) Texturing
10) Blending
11) Stenciling
12) The Geometry Shader
13) The Hardware Tessellation Shaders
14) The Compute Shader
Part III
15) Direct3D Topics
16) Ambient Occlusion
17) Cube Mapping
18) Normal Mapping
19) Shadow Mapping
20) Cascaded Shadow Maps
21) Meshes
22) Quaternions
23) Character Animation
24) Picking
25) Volume Rendering
26) Terrain Rendering
27) Atmospheric Scattering and Cloud Rendering
28) Particle Systems and Stream Output
Appendices
1) Introduction to Windows Programming
2) High-Level Shading Language Reference
3) Some Analytic Geometry
Part I
1) Mathematical Prerequisites
2) Vector Algebra
3) Matrix Algebra
4) Transformations
Part II
5) Direct3D Foundations
6) Direct3D Initialization
7) The Rendering Pipeline
8) Lighting
9) Texturing
10) Blending
11) Stenciling
12) The Geometry Shader
13) The Hardware Tessellation Shaders
14) The Compute Shader
Part III
15) Direct3D Topics
16) Ambient Occlusion
17) Cube Mapping
18) Normal Mapping
19) Shadow Mapping
20) Cascaded Shadow Maps
21) Meshes
22) Quaternions
23) Character Animation
24) Picking
25) Volume Rendering
26) Terrain Rendering
27) Atmospheric Scattering and Cloud Rendering
28) Particle Systems and Stream Output
Appendices
1) Introduction to Windows Programming
2) High-Level Shading Language Reference
3) Some Analytic Geometry
1) Mathematical Prerequisites
2) Vector Algebra
3) Matrix Algebra
4) Transformations
Part II
5) Direct3D Foundations
6) Direct3D Initialization
7) The Rendering Pipeline
8) Lighting
9) Texturing
10) Blending
11) Stenciling
12) The Geometry Shader
13) The Hardware Tessellation Shaders
14) The Compute Shader
Part III
15) Direct3D Topics
16) Ambient Occlusion
17) Cube Mapping
18) Normal Mapping
19) Shadow Mapping
20) Cascaded Shadow Maps
21) Meshes
22) Quaternions
23) Character Animation
24) Picking
25) Volume Rendering
26) Terrain Rendering
27) Atmospheric Scattering and Cloud Rendering
28) Particle Systems and Stream Output
Appendices
1) Introduction to Windows Programming
2) High-Level Shading Language Reference
3) Some Analytic Geometry