Real-Time Rendering Tricks and Techniques in Directx

Real-Time Rendering Tricks and Techniques in Directx



Temporarily Out of Stock Online

Eligible for FREE SHIPPING


Real-Time Rendering Tricks and Techniques in Directx by Kelly Dempski

The last several years have seen some exciting advances in the field of real-time graphics. If you're reading this book, then you've decided that you're ready to learn more about the developments in graphics programming. Starting slowly for beginning programmers, Real-Time Rendering Tricks and Techniques in DirectX begins by reviewing recent 3D graphics developments and with an introduction to vectors, matrices, colors, and lighting. Then it's on to rendering graphics! Learn various vertex and pixel shader techniques, discover how to use video as a texture, and get the scoop on several techniques for picking objects in a scene. Whatever your level of programming expertise, let this book serve as your guide to mastering the possibilities of real-time graphics programming.

Product Details

ISBN-13: 9781931841276
Publisher: Course Technology, Inc.
Publication date: 04/01/2002
Series: The Premier Press Game Development Series
Pages: 821
Product dimensions: 7.42(w) x 9.16(h) x 1.77(d)

About the Author

Since 1995, Kelly Dempski has been a researcer at Accenture's Technology Labs working in the areas of multimedia, Virtual Reality, Augmented Reality, and Interactive TV, with a strong focus on photo-realistic rendering and interactive techniques. He has authored several papers and has had a project included in the Smithsonian's permanent collection on Information Technology. In addition to his research work, Kelly has taught Java, developed rendering engines, and dabbled in image processing and compression. Kelly is the author of "Real-Time Rendering Tricks and Techniques in DirectX" from Premier Press (March 2002).

Table of Contents

Introduction Part 1: First Things First 1. 3D Graphics: A Historical Perspective 2. A Refresher Course in Vectors 3. A Refresher Course in Matricies 4. A Look at Color and Lighting 5. A Look at the Graphics Pipeline Part 2: Building the Sandbox 6. Setting Up the Environment and Simple Win32 App 7. Creating and Managing the Direct3D Device Part 3: Let the Rendering Begin! 8. Everything Starts with the Vertex 9. Using Transformations 10. From Vertices to Geometry 11. Fixed Function Lighting 12. Introduction to Textures 13. Texture Stage States 14. Depth Testing and Alpha Blending Part 4: Shaders 15. Vertex Shaders 16. Pixel Shaders Part 5: Vertex Shader Techniques 17. Using Shaders with Meshes 18. Simple and Complete Geometric Manipulation with Vertex Shaders 19. Billboards and Vertex Shaders 20. Working Outside of Cartesian Coordinates 21. Bezier Patches 22. Character Animation-Matrix Palette Skinning 23. Simple Color Manipulation 24. Do-It-Yourself Lighting in a Vertex Shader 25. Cartoon Shading 26. Reflection and Refraction 27. Shadows Part 1-Planar Shadows 28. Shadows Part 2-Shadow Volumes 29. Shadows Part 3-Shadow Maps Part 6: Pixel Shader Techniques 30. Per-Pixel Lighting 31. Per-Pixel Lighting-Bump Mapping 32. Per-Vertex Techniques Done Per Pixel Part 7: Other Useful Techniques 33. Rendering to a Texture-Full-Screen Motion Blur 34. 2D Rendering-Just Drop a D" 35. DirectShow: Using Video as a Texture 36. Image Processing with Pixel Shaders 37. A Much Better Way to Draw Text 38. Perfect Timing 39. The Stencil Buffer 40. Picking: A Plethora of Practical Picking Procedures

Customer Reviews

Most Helpful Customer Reviews

See All Customer Reviews