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...
Otros Autores: | , , |
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Formato: | Libro electrónico |
Idioma: | Inglés |
Publicado: |
Boca Raton, FL :
A K Peters/CRC Press, an imprint of Taylor and Francis
2011.
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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.