Practical Rendering and Computation with Direct3D 11

Author:   Jason Zink ,  Matt Pettineo ,  Jack Hoxley
Publisher:   Taylor & Francis Inc
ISBN:  

9781568817200


Pages:   648
Publication Date:   27 July 2011
Format:   Hardback
Availability:   In Print   Availability explained
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.

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Practical Rendering and Computation with Direct3D 11


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Full Product Details

Author:   Jason Zink ,  Matt Pettineo ,  Jack Hoxley
Publisher:   Taylor & Francis Inc
Imprint:   A K Peters
Dimensions:   Width: 19.10cm , Height: 3.60cm , Length: 23.50cm
Weight:   1.180kg
ISBN:  

9781568817200


ISBN 10:   1568817207
Pages:   648
Publication Date:   27 July 2011
Audience:   Professional and scholarly ,  Professional & Vocational
Format:   Hardback
Publisher's Status:   Active
Availability:   In Print   Availability explained
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.

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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


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


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Jason Zink, Matt Pettineo, Jack Hoxley

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