Practical Rendering and Computation with Direct3D 11
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This guide provides a deep understanding of both the high and low level concepts related to using Direct3D 11. The first half of the book presents a conceptual introduction to Direct3D 11, discussing the Direct3D 11 rendering and computation pipelines, how they map to the underlying hardware, and all of the major components of the library. The s
Jason Zink, Matt Pettineo, Jack Hoxley
Produktbeschreibung
- Verlag: Taylor & Francis Ltd
- Seitenzahl: 648
- Erscheinungstermin: 30. September 2020
- Englisch
- Abmessung: 193mm x 234mm x 34mm
- Gewicht: 1330g
- ISBN-13: 9780367659257
- ISBN-10: 0367659255
- Artikelnr.: 60001726
Herstellerkennzeichnung
Libri GmbH
Europaallee 1
36244 Bad Hersfeld
gpsr@libri.de
Practical Rendering and Computation with Direct3D 11 packs in documentation and in-depth coverage of basic and high-level concepts related to using Direct 3D 11 and is a top pick for any serious programming collection. ... perfect for a wide range of users. Any interested in computation and multicore models will find this packed with examples and technical applications.
-Midwest Book Review, October 2011
The authors have generously provided us with an optimal blend of concepts and philosophy, illustrative figures to clarify the more difficult points, and source code fragments to make the ideas concrete. Of particular interest is the chapter on multithreaded rendering, a topic that is essential in a multicore world. Later chapters include many examples such as skinning and displacement, dynamic tessellation, image processing (to illustrate DirectCompute), deferred rendering, physics simulations, and multithreaded paraboloid mapping. As if all this is not enough, the authors have made available their source code, called Hieroglyph 3. Books do not get any better than this!
-David Eberly, Geometric Tools
-Midwest Book Review, October 2011
The authors have generously provided us with an optimal blend of concepts and philosophy, illustrative figures to clarify the more difficult points, and source code fragments to make the ideas concrete. Of particular interest is the chapter on multithreaded rendering, a topic that is essential in a multicore world. Later chapters include many examples such as skinning and displacement, dynamic tessellation, image processing (to illustrate DirectCompute), deferred rendering, physics simulations, and multithreaded paraboloid mapping. As if all this is not enough, the authors have made available their source code, called Hieroglyph 3. Books do not get any better than this!
-David Eberly, Geometric Tools
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