Introduction to 3D Game Programming with DirectX 11txt,chm,pdf,epub,mobi下载 作者:Frank Luna 出版社: Mercury Learning & Information 出版年: 2012-2-28 页数: 600 定价: USD 49.95 装帧: Paperback ISBN: 9781936420223 内容简介 · · · · · ·This updated bestseller provides an introduction to programming interactive computer graphics, with an emphasis on game development using DirectX 11. The book is divided into three main parts: basic mathematical tools, fundamental tasks in Direct3D, and techniques and special effects. It includes new Direct3D 11 features such as hardware tessellation and the compute shader, and... 作者简介 · · · · · ·Frank Luna has been programming interactive 3D graphics for more than ten years and has been using DirectX since v5. He is the author of three bestselling books on DirectX and has professionally worked on 3D medical imaging software, machine motion simulation tools, mobile games, and architectural design software, all using Direct3D. He holds a BS in Mathematics from the Univer... 目录 · · · · · ·Part I — Mathematical Prerequisites. Vector Algebra. Matrix Algebra. Transformations.Part II — Direct3D Foundations. Direct3D Initialization. The Rendering Pipeline. Lighting. Texturing. Blending. Stenciling. The Geometry Shader. The Hardware Tessellation Shaders. The Compute Shader. Part III — Direct3D Topics. Ambient Occlusion. Cube Mapping. Normal Mapping. Shadow Mapping. Cascaded Shadow Maps. Meshes. Quaternions. Character Animation. Picking. Volume Rendering. Terrain Rendering. Atmospheric Scattering and Cloud Rendering. Particle Systems and Stream Output. Appendices. Introduction to Windows Programming. High-Level Shading Language Reference. Some Analytic Geometry Part I — Mathematical Prerequisites. Vector Algebra. Matrix Algebra. Transformations. Part II — Direct3D Foundations. Direct3D Initialization. The Rendering Pipeline. Lighting. Texturing. Blending. Stenciling. The Geometry Shader. The Hardware Tessellation Shaders. The Compute Shader. Part III — Direct3D Topics. Ambient Occlusion. Cube Mapping. Normal Mapping. Shadow Mapping. Cascaded Shadow Maps. Meshes. Quaternions. Character Animation. Picking. Volume Rendering. Terrain Rendering. Atmospheric Scattering and Cloud Rendering. Particle Systems and Stream Output. Appendices. Introduction to Windows Programming. High-Level Shading Language Reference. Some Analytic Geometry · · · · · · () |
本书需要耐心的仔细品看,因为有些内容还是满学术的。
对于入门看者,这算是相当不错了
有思想
后来理论的东西很多