Practical rendering and computation with direct3D 11

Direct3D 11 offers such a wealth of capabilities that users can sometimes get lost in the details of specific APIs and their implementation. While there is a great deal of low-level information available about how each API function should be used, there is little documentation that shows how best to...

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Detalles Bibliográficos
Otros Autores: Zink, Jason, author (author), Hoxley, Jack, author, Pettineo, Matt, author
Formato: Libro electrónico
Idioma:Inglés
Publicado: Boca Raton, FL : A K Peters/CRC Press, an imprint of Taylor and Francis 2011.
Edición:1st edition
Materias:
Ver en Biblioteca Universitat Ramon Llull:https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009629046506719
Tabla de Contenidos:
  • chapter 1 Overview of Direct3D 11
  • chapter 2 Direct3D 11 Resources
  • chapter 3 The Rendering Pipeline
  • chapter 4 The Tessellation Pipeline
  • chapter 5 The Computation Pipeline
  • chapter 6 High Level Shading Language
  • chapter 7 Multithreaded Rendering
  • chapter 8 Mesh Rendering
  • chapter 9 Dynamic Tessellation
  • chapter 10 Image Processing
  • chapter 11 Deferred Rendering
  • chapter 12 Simulations
  • chapter 13 Multithreaded Paraboloid Mapping.