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[null,"1.","Record Nr.",null,"UNINA990005040280403321"]
[null,null,"Autore",null,"Ruttkowski, Wolfgang Victor"]
[null,null,"Titolo",null,"Literaturwörterbuch in Deutsch, English und Französisch mit griechischen und lateinischen Ableitungen für den Studenten der allgemeinen und vergleichenden Literaturwissenschaft = = Glossary of literary terms in English, German and French with Greek and Latin derivations of terms for the students of general and comparative literature = = Glossaire de termes littéraires en français, allemand et anglais avec racines grècques et latines pour l'étudiant de littérature générale et de littérature comparée / W. V. Ruttkowski, R. E. Blake"]
[null,null,"Pubbl/distr/stampa",null,"Bern ; München : Francke, c1969"]
[null,null,"Descrizione fisica",null,"68 p. ; 24 cm"]
[null,null,"Locazione",null,"FLFBC"]
[null,null,"Collocazione",null,"TA 205"]
[null,null,"Lingua di pubblicazione",null,"Tedesco"]
[{"$nulls":4},"Inglese"]
[{"$nulls":4},"Francese"]
[null,null,"Formato",null,"Materiale a stampa"]
[null,null,null,"Livello bibliografico","Monografia"]
[null,"2.","Record Nr.",null,"UNINA9910959219503321"]
[null,null,"Autore",null,"Feinstein Doron"]
[null,null,"Titolo",null,"HLSL development cookbook : implement stunning 3D rendering techniques using the power of HLSL and DirectX 11 / / Doron Feinstein"]
[null,null,"Pubbl/distr/stampa",null,"Birmingham, : Packt Pub., 2013"]
[null,null,"ISBN",null,"9781849694216"]
[{"$nulls":4},"1849694214"]
[null,null,"Edizione",null,"[1st ed.]"]
[null,null,"Descrizione fisica",null,"1 online resource (224 p.)"]
[null,null,"Disciplina",null,"ELECTRONIC BOOK"]
[null,null,"Soggetti",null,"Video games - Programming"]
[{"$nulls":4},"Computer graphics"]
[{"$nulls":4},"Three-dimensional display systems"]
[null,null,"Lingua di pubblicazione",null,"Inglese"]
[null,null,"Formato",null,"Materiale a stampa"]
[null,null,null,"Livello bibliografico","Monografia"]
[null,null,null,"Note generali","Includes index."]
[null,null,"Nota di contenuto",null,"Intro -- HLSL Development Cookbook -- Table of Contents -- HLSL Development Cookbook -- Credits -- About the Author -- About the Reviewers -- www.PacktPub.com -- Support files, eBooks, discount offers and more -- Why Subscribe? -- Free Access for Packt account holders -- Preface -- What this book covers -- What you need for this book -- Who this book is for -- Conventions -- Reader feedback -- Customer support -- Downloading the example code -- Downloading the color images of this book -- Errata -- Piracy -- Questions -- 1. Forward Lighting -- Introduction -- Hemispheric ambient light -- Getting ready -- How to do it... -- How it works... -- Directional light -- Getting ready -- How to do it... -- How it works… -- There's more… -- Point light -- Getting ready -- How to do it... -- How it works… -- Spot light -- Getting ready -- How to do it... -- How it works… -- Capsule light -- Getting ready -- How to do it... -- How it works… -- Projected texture - point light -- Getting ready -- How to do it... -- How it works… -- Projected texture - spot light -- Getting ready -- How to do it... -- How it works… -- Multiple light types in a single pass -- Getting ready -- How to do it... -- How it works… -- There's more… -- 2. Deferred Shading -- Introduction -- GBuffer generation -- Getting ready -- How to do it... -- How it works... -- There's more... -- GBuffer unpacking -- Getting ready -- How to do it... -- How it works… -- Directional light -- Getting ready… -- How to do it... -- How it works… -- Point light -- Getting ready -- How to do it... -- "]
[{"$nulls":4},"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."]
[{"$nulls":4},"Point 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."]
[null,null,null,"Sommario/riassunto","Written 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)."]