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Introduction to 3D Game Programming with DirectX 12
Chapter 5. THE RENDERING PIPELINE
Chapter 5. THE RENDERING PIPELINE
Chapter in the book
Introduction to 3D Game Programming with DirectX 12
Publisher:
Mercury Learning and Information
By:
Frank Luna
Paid access
|
Apr 2016
Book details
Table of contents
Table of contents
Frontmatter
CONTENTS
ACKNOWLEDGMENTS
INTRODUCTION
Chapter 1. VECTOR ALGEBRA
Chapter 2. MATRIX ALGEBRA
Chapter 3. TRANSFORMATIONS
Chapter 4. DIRECT3D INITIALIZATION
Chapter 5. THE RENDERING PIPELINE
Chapter 6. DRAWING IN DIRECT3D
Chapter 7. DRAWING IN DIRECT3D PART II
Chapter 8. LIGHTING
Chapter 9. TEXTURING
Chapter 10. BLENDING
Chapter 11. STENCILING
Chapter 12. THE GEOMETRY SHADER
Chapter 13. THE COMPUTE SHADER
Chapter 14. THE TESSELLATION STAGES
Chapter 15. BUILDING A FIRST PERSON CAMERA AND DYNAMIC INDEXING
Chapter 16. INSTANCING AND FRUSTUM CULLING
Chapter 17. PICKING
Chapter 18. CUBE MAPPING
Chapter 19. NORMAL MAPPING
Chapter 20. SHADOW MAPPING
Chapter 21. AMBIENT OCCLUSION
Chapter 22. QUATERNIONS
Chapter 23. CHARACTER ANIMATION
Appendix A. INTRODUCTION TO WINDOWS PROGRAMMING
Appendix B. HIGH LEVEL SHADER LANGUAGE REFERENCE
Appendix C. SOME ANALYTIC GEOMETRY
Appendix D. SOLUTIONS TO SELECTED EXERCISES
Appendix E. BIBLIOGRAPHY AND FURTHER READING
INDEX
33 chapters available
PDF preview is not available for this content.
PDF ISBN:
978-1-68392-290-2
|
E-Pub ISBN:
978-1-944534-55-4
|
Paperback ISBN:
978-1-942270-06-5
|
DOI:
10.1515/9781683922902
Publisher:
Mercury Learning and Information
Copyright owner:
© 2016 Walter de Gruyter GmbH, Berlin/Boston
Publication date:
2016
Language:
English
Pages:
900
Related subjects:
Computer sciences
,
Programming and languages
,
Computer sciences, other
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