HLSL development cookbook [[electronic book] ] : implement stunning 3D rendering techniques using the power of HLSL and DirectX 11
| HLSL development cookbook [[electronic book] ] : implement stunning 3D rendering techniques using the power of HLSL and DirectX 11 |
| Autore | Feinstein Doron |
| Pubbl/distr/stampa | Birmingham, : Packt Pub., 2013 |
| Descrizione fisica | 1 online resource (224 p.) |
| Disciplina | ELECTRONIC BOOK |
| Soggetto topico |
Computer graphics
Rendering: computer graphics Three-dimensional display systems |
| Soggetto genere / forma | Electronic books. |
| ISBN | 1849694214 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Record Nr. | UNINA-9910462931803321 |
Feinstein Doron
|
||
| Birmingham, : Packt Pub., 2013 | ||
| Lo trovi qui: Univ. Federico II | ||
| ||
HLSL development cookbook [[electronic resource] ] : implement stunning 3D rendering techniques using the power of HLSL and DirectX 11 / / Doron Feinstein
| HLSL development cookbook [[electronic resource] ] : implement stunning 3D rendering techniques using the power of HLSL and DirectX 11 / / Doron Feinstein |
| Autore | Feinstein Doron |
| Pubbl/distr/stampa | Birmingham, : Packt Pub., 2013 |
| Descrizione fisica | 1 online resource (224 p.) |
| Disciplina | ELECTRONIC BOOK |
| Soggetto topico |
Video games - Programming
Computer graphics Three-dimensional display systems |
| ISBN | 1-84969-421-4 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Record Nr. | UNINA-9910786945003321 |
Feinstein Doron
|
||
| Birmingham, : Packt Pub., 2013 | ||
| Lo trovi qui: Univ. Federico II | ||
| ||
HLSL development cookbook : implement stunning 3D rendering techniques using the power of HLSL and DirectX 11 / / Doron Feinstein
| HLSL development cookbook : implement stunning 3D rendering techniques using the power of HLSL and DirectX 11 / / Doron Feinstein |
| Autore | Feinstein Doron |
| Edizione | [1st ed.] |
| Pubbl/distr/stampa | Birmingham, : Packt Pub., 2013 |
| Descrizione fisica | 1 online resource (224 p.) |
| Disciplina | ELECTRONIC BOOK |
| Soggetto topico |
Video games - Programming
Computer graphics Three-dimensional display systems |
| ISBN |
9781849694216
1849694214 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Nota di contenuto |
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... -- 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.
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. |
| Altri titoli varianti | High-level Shader Language development cookbook |
| Record Nr. | UNINA-9911092218503321 |
Feinstein Doron
|
||
| Birmingham, : Packt Pub., 2013 | ||
| Lo trovi qui: Univ. Federico II | ||
| ||
HLSL development cookbook : implement stunning 3D rendering techniques using the power of HLSL and DirectX 11 / / Doron Feinstein
| HLSL development cookbook : implement stunning 3D rendering techniques using the power of HLSL and DirectX 11 / / Doron Feinstein |
| Autore | Feinstein Doron |
| Edizione | [1st ed.] |
| Pubbl/distr/stampa | Birmingham, : Packt Pub., 2013 |
| Descrizione fisica | 1 online resource (224 p.) |
| Disciplina | ELECTRONIC BOOK |
| Soggetto topico |
Video games - Programming
Computer graphics Three-dimensional display systems |
| ISBN |
9781849694216
1849694214 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Nota di contenuto |
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... -- 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.
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. |
| Altri titoli varianti | High-level Shader Language development cookbook |
| Record Nr. | UNINA-9911146029603321 |
| Feinstein Doron | ||
| Birmingham, : Packt Pub., 2013 | ||
| Lo trovi qui: Univ. Federico II | ||
| ||