Advanced Animation with DirectX

Advanced Animation with DirectX

Author: Jim Adams

Publisher: Course Technology

Published: 2003

Total Pages: 484

ISBN-13: 9781592000371

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Annotation You?ve tackled the basics. You can blend textures and manipulate vertex buffers with the best of them. So what now? "Advanced Animation with DirectX" will show you how to move beyond the basics and into the amazing world of advanced animation techniques. Get ready to jump right in, because this book starts off with a bang. There is no time wasted on basic concepts that you?ve already mastered. Instead, you'll learn the techniques you need to create seamless timing, skeletal animations, and cloth simulations. Don't let the pros have all the fun! With "Advanced Animation with DirectX" by your side, you'll learn how to use cutting-edge animation techniques, from real-time cloth simulations and lip-synced facial animation to animated textures and a physics-based rag-doll animation system. If you're bored with the basics and ready to get down to the nitty-gritty of truly spectacular animation with DirectX, you've come to the right place


Book Synopsis Advanced Animation with DirectX by : Jim Adams

Download or read book Advanced Animation with DirectX written by Jim Adams and published by Course Technology. This book was released on 2003 with total page 484 pages. Available in PDF, EPUB and Kindle. Book excerpt: Annotation You?ve tackled the basics. You can blend textures and manipulate vertex buffers with the best of them. So what now? "Advanced Animation with DirectX" will show you how to move beyond the basics and into the amazing world of advanced animation techniques. Get ready to jump right in, because this book starts off with a bang. There is no time wasted on basic concepts that you?ve already mastered. Instead, you'll learn the techniques you need to create seamless timing, skeletal animations, and cloth simulations. Don't let the pros have all the fun! With "Advanced Animation with DirectX" by your side, you'll learn how to use cutting-edge animation techniques, from real-time cloth simulations and lip-synced facial animation to animated textures and a physics-based rag-doll animation system. If you're bored with the basics and ready to get down to the nitty-gritty of truly spectacular animation with DirectX, you've come to the right place


Character Animation with Direct3D

Character Animation with Direct3D

Author: Carl Granberg

Publisher:

Published: 2009

Total Pages: 0

ISBN-13: 9781584505709

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"Shows you how to apply fundamental character animation techniques to Direct3D technology ... Beginning with a brief history of character animation, you'll be introduced to the most common types of character animation ... skeletal animation, morphing, inverse kinematics, [and] ragdoll animation ... learn how to create a character that can walk, talk, collide with objects, fall, and more. You'll utilize skeletal animation for overall movement and morphing animation techniques for more refined movement such as changes in facial expression, You can apply the ... skills you learn in this book to any game genre"--Publisher's description.


Book Synopsis Character Animation with Direct3D by : Carl Granberg

Download or read book Character Animation with Direct3D written by Carl Granberg and published by . This book was released on 2009 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: "Shows you how to apply fundamental character animation techniques to Direct3D technology ... Beginning with a brief history of character animation, you'll be introduced to the most common types of character animation ... skeletal animation, morphing, inverse kinematics, [and] ragdoll animation ... learn how to create a character that can walk, talk, collide with objects, fall, and more. You'll utilize skeletal animation for overall movement and morphing animation techniques for more refined movement such as changes in facial expression, You can apply the ... skills you learn in this book to any game genre"--Publisher's description.


Introduction to 3D Game Programming with DirectX 12

Introduction to 3D Game Programming with DirectX 12

Author: Frank Luna

Publisher: Mercury Learning and Information

Published: 2016-04-19

Total Pages: 900

ISBN-13: 1944534555

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This updated bestseller provides an introduction to programming interactive computer graphics, with an emphasis on game development using DirectX 12. The book is divided into three main parts: basic mathematical tools, fundamental tasks in Direct3D, and techniques and special effects. It shows how to use new Direct12 features such as command lists, pipeline state objects, descriptor heaps and tables, and explicit resource management to reduce CPU overhead and increase scalability across multiple CPU cores. The book covers modern special effects and techniques such as hardware tessellation, writing compute shaders, ambient occlusion, reflections, normal and displacement mapping, shadow rendering, and character animation. Includes a companion DVD with code and figures. eBook Customers: Companion files are available for downloading with order number/proof of purchase by writing to the publisher at [email protected]. FEATURES: • Provides an introduction to programming interactive computer graphics, with an emphasis on game development using DirectX 12 • Uses new Direct3D 12 features to reduce CPU overhead and take advantage of multiple CPU cores • Contains detailed explanations of popular real-time game effects • Includes a DVD with source code and all the images (including 4-color) from the book • Learn advance rendering techniques such as ambient occlusion, real-time reflections, normal and displacement mapping, shadow rendering, programming the geometry shader, and character animation • Covers a mathematics review and 3D rendering fundamentals such as lighting, texturing, blending and stenciling • Use the end-of-chapter exercises to test understanding and provide experience with DirectX 12


Book Synopsis Introduction to 3D Game Programming with DirectX 12 by : Frank Luna

Download or read book Introduction to 3D Game Programming with DirectX 12 written by Frank Luna and published by Mercury Learning and Information. This book was released on 2016-04-19 with total page 900 pages. Available in PDF, EPUB and Kindle. Book excerpt: This updated bestseller provides an introduction to programming interactive computer graphics, with an emphasis on game development using DirectX 12. The book is divided into three main parts: basic mathematical tools, fundamental tasks in Direct3D, and techniques and special effects. It shows how to use new Direct12 features such as command lists, pipeline state objects, descriptor heaps and tables, and explicit resource management to reduce CPU overhead and increase scalability across multiple CPU cores. The book covers modern special effects and techniques such as hardware tessellation, writing compute shaders, ambient occlusion, reflections, normal and displacement mapping, shadow rendering, and character animation. Includes a companion DVD with code and figures. eBook Customers: Companion files are available for downloading with order number/proof of purchase by writing to the publisher at [email protected]. FEATURES: • Provides an introduction to programming interactive computer graphics, with an emphasis on game development using DirectX 12 • Uses new Direct3D 12 features to reduce CPU overhead and take advantage of multiple CPU cores • Contains detailed explanations of popular real-time game effects • Includes a DVD with source code and all the images (including 4-color) from the book • Learn advance rendering techniques such as ambient occlusion, real-time reflections, normal and displacement mapping, shadow rendering, programming the geometry shader, and character animation • Covers a mathematics review and 3D rendering fundamentals such as lighting, texturing, blending and stenciling • Use the end-of-chapter exercises to test understanding and provide experience with DirectX 12


Informatics and Management Science V

Informatics and Management Science V

Author: Wenjiang Du

Publisher: Springer Science & Business Media

Published: 2012-12-06

Total Pages: 776

ISBN-13: 1447147960

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The International Conference on Informatics and Management Science (IMS) 2012 will be held on November 16-19, 2012, in Chongqing, China, which is organized by Chongqing Normal University, Chongqing University, Shanghai Jiao Tong University, Nanyang Technological University, University of Michigan, Chongqing University of Arts and Sciences, and sponsored by National Natural Science Foundation of China (NSFC). The objective of IMS 2012 is to facilitate an exchange of information on best practices for the latest research advances in a range of areas. Informatics and Management Science contains over 600 contributions to suggest and inspire solutions and methods drawing from multiple disciplines including: Computer Science Communications and Electrical Engineering Management Science Service Science Business Intelligence


Book Synopsis Informatics and Management Science V by : Wenjiang Du

Download or read book Informatics and Management Science V written by Wenjiang Du and published by Springer Science & Business Media. This book was released on 2012-12-06 with total page 776 pages. Available in PDF, EPUB and Kindle. Book excerpt: The International Conference on Informatics and Management Science (IMS) 2012 will be held on November 16-19, 2012, in Chongqing, China, which is organized by Chongqing Normal University, Chongqing University, Shanghai Jiao Tong University, Nanyang Technological University, University of Michigan, Chongqing University of Arts and Sciences, and sponsored by National Natural Science Foundation of China (NSFC). The objective of IMS 2012 is to facilitate an exchange of information on best practices for the latest research advances in a range of areas. Informatics and Management Science contains over 600 contributions to suggest and inspire solutions and methods drawing from multiple disciplines including: Computer Science Communications and Electrical Engineering Management Science Service Science Business Intelligence


Advanced Visual Effects with Direct 3d

Advanced Visual Effects with Direct 3d

Author: Peter Walsh

Publisher: Course Technology

Published: 2006

Total Pages: 528

ISBN-13:

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Are you ready to take your game development skills to the cutting edge? Advanced Visual Effects with Direct3D takes you on an incredible journey through the world of advanced game development. Learn the hottest topics and newest techniques to make your games a step above the rest. Using the Direct3D programming language, Advanced Visual Effects with Direct3D combines production-quality and fully optimized code with simple language so that you can quickly and easily expand your game development knowledge without being bogged down in confusing jargon or game development basics. This book covers the high-level skills that you are required to know in the competitive game development industry. You will learn everything from how to implement HLSL shaders into an engine to how to write an advanced particle system, how to use volumetric shadowing, and how to develop advanced vertex skinned animations - and everything in between! A sample application at the end of this book shows you the incredible results that come from combining these advanced level game development skills and techniques. Are you ready to be unstoppable?


Book Synopsis Advanced Visual Effects with Direct 3d by : Peter Walsh

Download or read book Advanced Visual Effects with Direct 3d written by Peter Walsh and published by Course Technology. This book was released on 2006 with total page 528 pages. Available in PDF, EPUB and Kindle. Book excerpt: Are you ready to take your game development skills to the cutting edge? Advanced Visual Effects with Direct3D takes you on an incredible journey through the world of advanced game development. Learn the hottest topics and newest techniques to make your games a step above the rest. Using the Direct3D programming language, Advanced Visual Effects with Direct3D combines production-quality and fully optimized code with simple language so that you can quickly and easily expand your game development knowledge without being bogged down in confusing jargon or game development basics. This book covers the high-level skills that you are required to know in the competitive game development industry. You will learn everything from how to implement HLSL shaders into an engine to how to write an advanced particle system, how to use volumetric shadowing, and how to develop advanced vertex skinned animations - and everything in between! A sample application at the end of this book shows you the incredible results that come from combining these advanced level game development skills and techniques. Are you ready to be unstoppable?


DirectX 9 Graphics

DirectX 9 Graphics

Author: Alan Thorn

Publisher: Wordware

Published: 2005

Total Pages: 349

ISBN-13: 1556222297

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DirectX 9 Graphics is the most comprehensive DirectX graphics reference currently available. Unlike other titles, this unique book takes the reader from beginner to advanced level, demystifying DirectX by starting with the basics of setting up a DirectX application and finishing with the exciting intricacies of real-time 3D animation. In one single volume, this book can help DirectX programmers of all levels make cutting-edge games that sell!


Book Synopsis DirectX 9 Graphics by : Alan Thorn

Download or read book DirectX 9 Graphics written by Alan Thorn and published by Wordware. This book was released on 2005 with total page 349 pages. Available in PDF, EPUB and Kindle. Book excerpt: DirectX 9 Graphics is the most comprehensive DirectX graphics reference currently available. Unlike other titles, this unique book takes the reader from beginner to advanced level, demystifying DirectX by starting with the basics of setting up a DirectX application and finishing with the exciting intricacies of real-time 3D animation. In one single volume, this book can help DirectX programmers of all levels make cutting-edge games that sell!


Introduction to 3D Game Programming with DirectX 9.0c

Introduction to 3D Game Programming with DirectX 9.0c

Author: Frank Luna

Publisher: Jones & Bartlett Publishers

Published: 2006-06-07

Total Pages: 724

ISBN-13: 1449623905

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Introduction to 3D Game Programming with DirectX 9.0c: A Shader Approach presents an introduction to programming interactive computer graphics, with an emphasis on game development, using real-time shaders with DirectX 9.0. The book is divided into three parts that explain basic mathematical and 3D concepts, show how to describe 3D worlds and implement fundamental 3D rendering techniques, and demonstrate the application of Direct3D to create a variety of special effects. With this book understand basic mathematical tools used in video game creation such as vectors, matrices, and transformations; discover how to describe and draw interactive 3D scenes using Direct3D and the D3DX library; learn how to implement lighting, texture mapping, alpha blending, and stenciling using shaders and the high-level shading language (HLSL); explore a variety of techniques for creating special effects, including vertex blending, character animation, terrain rendering, multi-texturing, particle systems, reflections, shadows, and normal mapping;f ind out how to work with meshes, load and render .X files, program terrain/camera collision detection, and implement 3D object picking; review key ideas, gain programming experience, and explore new topics with the end-of-chapter exercises.


Book Synopsis Introduction to 3D Game Programming with DirectX 9.0c by : Frank Luna

Download or read book Introduction to 3D Game Programming with DirectX 9.0c written by Frank Luna and published by Jones & Bartlett Publishers. This book was released on 2006-06-07 with total page 724 pages. Available in PDF, EPUB and Kindle. Book excerpt: Introduction to 3D Game Programming with DirectX 9.0c: A Shader Approach presents an introduction to programming interactive computer graphics, with an emphasis on game development, using real-time shaders with DirectX 9.0. The book is divided into three parts that explain basic mathematical and 3D concepts, show how to describe 3D worlds and implement fundamental 3D rendering techniques, and demonstrate the application of Direct3D to create a variety of special effects. With this book understand basic mathematical tools used in video game creation such as vectors, matrices, and transformations; discover how to describe and draw interactive 3D scenes using Direct3D and the D3DX library; learn how to implement lighting, texture mapping, alpha blending, and stenciling using shaders and the high-level shading language (HLSL); explore a variety of techniques for creating special effects, including vertex blending, character animation, terrain rendering, multi-texturing, particle systems, reflections, shadows, and normal mapping;f ind out how to work with meshes, load and render .X files, program terrain/camera collision detection, and implement 3D object picking; review key ideas, gain programming experience, and explore new topics with the end-of-chapter exercises.


Introduction to 3D Game Programming with DirectX 11

Introduction to 3D Game Programming with DirectX 11

Author: Frank Luna

Publisher: Mercury Learning and Information

Published: 2012-03-15

Total Pages: 600

ISBN-13: 1937585964

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This updated bestseller provides an introduction to programming interactive computer graphics, with an emphasis on game development using DirectX 11. The book is divided into three main parts: basic mathematical tools, fundamental tasks in Direct3D, and techniques and special effects. It includes new Direct3D 11 features such as hardware tessellation, the compute shader, dynamic shader linkage and covers advanced rendering techniques such as screen-space ambient occlusion, level-of-detail handling, cascading shadow maps, volume rendering, and character animation. Includes a companion CD-ROM with code and figures. eBook Customers: Companion files are available for downloading with order number/proof of purchase by writing to the publisher at [email protected].


Book Synopsis Introduction to 3D Game Programming with DirectX 11 by : Frank Luna

Download or read book Introduction to 3D Game Programming with DirectX 11 written by Frank Luna and published by Mercury Learning and Information. This book was released on 2012-03-15 with total page 600 pages. Available in PDF, EPUB and Kindle. Book excerpt: This updated bestseller provides an introduction to programming interactive computer graphics, with an emphasis on game development using DirectX 11. The book is divided into three main parts: basic mathematical tools, fundamental tasks in Direct3D, and techniques and special effects. It includes new Direct3D 11 features such as hardware tessellation, the compute shader, dynamic shader linkage and covers advanced rendering techniques such as screen-space ambient occlusion, level-of-detail handling, cascading shadow maps, volume rendering, and character animation. Includes a companion CD-ROM with code and figures. eBook Customers: Companion files are available for downloading with order number/proof of purchase by writing to the publisher at [email protected].


DirectX 8 and Visual Basic Development

DirectX 8 and Visual Basic Development

Author: Keith Sink

Publisher: Sams Publishing

Published: 2001

Total Pages: 484

ISBN-13: 9780672322259

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Topics in DirectX 8 and Visual Basic.NET Development include networked games, 3D multimedia applications, enable Force Feedback joystick devices in their own applications, multimedia applications that allow for multiple user input devices, and multimedia applications that use music and sound.


Book Synopsis DirectX 8 and Visual Basic Development by : Keith Sink

Download or read book DirectX 8 and Visual Basic Development written by Keith Sink and published by Sams Publishing. This book was released on 2001 with total page 484 pages. Available in PDF, EPUB and Kindle. Book excerpt: Topics in DirectX 8 and Visual Basic.NET Development include networked games, 3D multimedia applications, enable Force Feedback joystick devices in their own applications, multimedia applications that allow for multiple user input devices, and multimedia applications that use music and sound.


New Frontiers in Graph Theory

New Frontiers in Graph Theory

Author: Yagang Zhang

Publisher: BoD – Books on Demand

Published: 2012-03-02

Total Pages: 530

ISBN-13: 9535101153

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Nowadays, graph theory is an important analysis tool in mathematics and computer science. Because of the inherent simplicity of graph theory, it can be used to model many different physical and abstract systems such as transportation and communication networks, models for business administration, political science, and psychology and so on. The purpose of this book is not only to present the latest state and development tendencies of graph theory, but to bring the reader far enough along the way to enable him to embark on the research problems of his own. Taking into account the large amount of knowledge about graph theory and practice presented in the book, it has two major parts: theoretical researches and applications. The book is also intended for both graduate and postgraduate students in fields such as mathematics, computer science, system sciences, biology, engineering, cybernetics, and social sciences, and as a reference for software professionals and practitioners.


Book Synopsis New Frontiers in Graph Theory by : Yagang Zhang

Download or read book New Frontiers in Graph Theory written by Yagang Zhang and published by BoD – Books on Demand. This book was released on 2012-03-02 with total page 530 pages. Available in PDF, EPUB and Kindle. Book excerpt: Nowadays, graph theory is an important analysis tool in mathematics and computer science. Because of the inherent simplicity of graph theory, it can be used to model many different physical and abstract systems such as transportation and communication networks, models for business administration, political science, and psychology and so on. The purpose of this book is not only to present the latest state and development tendencies of graph theory, but to bring the reader far enough along the way to enable him to embark on the research problems of his own. Taking into account the large amount of knowledge about graph theory and practice presented in the book, it has two major parts: theoretical researches and applications. The book is also intended for both graduate and postgraduate students in fields such as mathematics, computer science, system sciences, biology, engineering, cybernetics, and social sciences, and as a reference for software professionals and practitioners.