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OverviewFull Product DetailsAuthor: Jason Zink , Matt Pettineo , Jack HoxleyPublisher: Taylor & Francis Inc Imprint: A K Peters Dimensions: Width: 19.10cm , Height: 3.60cm , Length: 23.50cm Weight: 1.180kg ISBN: 9781568817200ISBN 10: 1568817207 Pages: 648 Publication Date: 27 July 2011 Audience: Professional and scholarly , Professional & Vocational Format: Hardback Publisher's Status: Active Availability: In Print ![]() This item will be ordered in for you from one of our suppliers. Upon receipt, we will promptly dispatch it out to you. For in store availability, please contact us. Table of ContentsReviewsThe authors have generously provided us with an optimal blend of concepts and philosophy, illustrative figures to clarify the more difficult points, and source code fragments to make the ideas concrete. Of particular interest is the chapter on multithreaded rendering, a topic that is essential in a multicore world. Later chapters include many examples such as skinning and displacement, dynamic tessellation, image processing (to illustrate DirectCompute), deferred rendering, physics simulations, and multithreaded paraboloid mapping. As if all this is not enough, the authors have made available their source code, called Hieroglyph 3. Books do not get any better than this! --David Eberly, Geometric Tools Practical Rendering and Computation with Direct3D 11 packs in documentation and in-depth coverage of basic and high-level concepts related to using Direct 3D 11 and is a top pick for any serious programming collection. ! perfect for a wide range of users. Any interested in computation and multicore models will find this packed with examples and technical applications. --Midwest Book Review, October 2011 The authors have generously provided us with an optimal blend of concepts and philosophy, illustrative figures to clarify the more difficult points, and source code fragments to make the ideas concrete. Of particular interest is the chapter on multithreaded rendering, a topic that is essential in a multicore world. Later chapters include many examples such as skinning and displacement, dynamic tessellation, image processing (to illustrate DirectCompute), deferred rendering, physics simulations, and multithreaded paraboloid mapping. As if all this is not enough, the authors have made available their source code, called Hieroglyph 3. Books do not get any better than this! --David Eberly, Geometric Tools Author InformationJason Zink, Matt Pettineo, Jack Hoxley Tab Content 6Author Website:Countries AvailableAll regions |