LEADER 00865nam0-2200289---450- 001 990008829150403321 005 20090323114356.0 010 $a978-88-495-1690-6 035 $a000882915 035 $aFED01000882915 035 $a(Aleph)000882915FED01 035 $a000882915 100 $a20090323d2008----km-y0itay50------ba 101 0 $aita 102 $aIT 105 $a--------001yy 200 1 $a<> imputazione del danno tra responsabilita' civile e assicurazione$fVincenzo Ferrari 210 $aNapoli$cEdizioni Scientifiche Italiane$d2008 215 $a125 p$d25 cm 700 1$aFerrari,$bVincenzo$0145656 801 0$aIT$bUNINA$gRICA$2UNIMARC 901 $aBK 912 $a990008829150403321 952 $aDPR 14-219$b432$fDEC 959 $aDEC 996 $aImputazione del danno tra responsabilita' civile e assicurazione$9806321 997 $aUNINA LEADER 05767nam 2200661 a 450 001 9910959219503321 005 20240313221212.0 010 $a9781849694216 010 $a1849694214 035 $a(Au-PeEL)EBL1192663 035 $a(CaPaEBR)ebr10721285 035 $a(CaONFJC)MIL498654 035 $a(OCoLC)851157755 035 $a(PPN)228041708 035 $a(CKB)2670000000387627 035 $a(OCoLC)857076782 035 $a(OCoLC)ocn857076782 035 $a(FR-PaCSA)88850327 035 $a(CaSebORM)9781849694209 035 $a(MiAaPQ)EBC1192663 035 $a(FRCYB88850327)88850327 035 $a(DE-B1597)722714 035 $a(DE-B1597)9781849694216 035 $a(EXLCZ)992670000000387627 100 $a20130625d2013 uy 0 101 0 $aeng 135 $aurcn||||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aHLSL development cookbook $eimplement stunning 3D rendering techniques using the power of HLSL and DirectX 11 /$fDoron Feinstein 205 $a1st ed. 210 $aBirmingham $cPackt Pub.$d2013 215 $a1 online resource (224 p.) 300 $aIncludes index. 311 08$a9781299674042 311 08$a1299674046 311 08$a9781849694209 311 08$a1849694206 327 $aIntro -- HLSL Development Cookbook -- Table of Contents -- HLSL Development Cookbook -- Credits -- About the Author -- About the Reviewers -- www.PacktPub.com -- Support files, eBooks, discount offers and more -- Why Subscribe? -- Free Access for Packt account holders -- Preface -- What this book covers -- What you need for this book -- Who this book is for -- Conventions -- Reader feedback -- Customer support -- Downloading the example code -- Downloading the color images of this book -- Errata -- Piracy -- Questions -- 1. Forward Lighting -- Introduction -- Hemispheric ambient light -- Getting ready -- How to do it... -- How it works... -- Directional light -- Getting ready -- How to do it... -- How it works? -- There's more? -- Point light -- Getting ready -- How to do it... -- How it works? -- Spot light -- Getting ready -- How to do it... -- How it works? -- Capsule light -- Getting ready -- How to do it... -- How it works? -- Projected texture - point light -- Getting ready -- How to do it... -- How it works? -- Projected texture - spot light -- Getting ready -- How to do it... -- How it works? -- Multiple light types in a single pass -- Getting ready -- How to do it... -- How it works? -- There's more? -- 2. Deferred Shading -- Introduction -- GBuffer generation -- Getting ready -- How to do it... -- How it works... -- There's more... -- GBuffer unpacking -- Getting ready -- How to do it... -- How it works? -- Directional light -- Getting ready? -- How to do it... -- How it works? -- Point light -- Getting ready -- How to do it... -- How it works? -- Capsule light -- Getting ready? -- How to do it... -- How it works? -- Spot light -- Getting ready -- How to do it... -- How it works? -- 3. Shadow Mapping -- Introduction -- Spot light PCF shadows -- Getting ready -- How to do it... -- How it works... -- There's more. 327 $aPoint light PCF shadows -- Getting ready -- How to do it... -- How it works... -- There's more? -- Cascaded shadow maps -- Getting ready -- How to do it... -- How it works? -- PCF with varying penumbra size -- Getting ready -- How to do it... -- How it works? -- There's more? -- Visualizing shadow maps -- Getting ready -- How to do it... -- How it works? -- 4. Postprocessing -- Introduction -- HDR rendering -- Getting ready -- How to do it... -- How it works... -- There's more? -- Adaptation -- Getting ready -- How to do it... -- How it works? -- There's more? -- Bloom -- Getting ready -- How to do it... -- How it works? -- Distance depth of field -- Getting ready? -- How to do it... -- How it works? -- Bokeh -- Getting ready -- How to do it... -- How it works? -- 5. Screen Space Effects -- Introduction -- Screen space ambient occlusion -- Getting ready -- How to do it... -- How it works? -- Lens flare -- Getting ready -- How to do it... -- How it works? -- There is more? -- Screen space reflections -- Getting ready -- How to do it... -- How it works? -- Screen space Sun rays -- Getting ready -- How to do it... -- How it works? -- 6. Environment Effects -- Introduction -- Dynamic decals -- Getting ready -- How to do it... -- How it works? -- There's more? -- Distance/Height-based fog -- Getting ready -- How to do it... -- How it works? -- Rain -- Getting ready -- How to do it... -- How it works? -- Index. 330 $aWritten in an engaging yet practical manner, HLSL Development Cookbook allows you to pick the recipes you need as and when they are required.If you have some basic Direct3D knowledge and want to give your work some additional visual impact by utilizing advanced rendering techniques, then this book is for you. It is also ideal for those seeking to make the transition from DirectX 9 to DirectX 11, and those who want to implement powerful shaders with the High Level Shader Language (HLSL). 517 3 $aHigh-level Shader Language development cookbook 606 $aVideo games$xProgramming 606 $aComputer graphics 606 $aThree-dimensional display systems 615 0$aVideo games$xProgramming. 615 0$aComputer graphics. 615 0$aThree-dimensional display systems. 676 $aELECTRONIC BOOK 700 $aFeinstein$b Doron$01799010 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910959219503321 996 $aHLSL development cookbook$94342091 997 $aUNINA