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  • 1
    Online Resource
    Online Resource
    San Francisco, CA : Morgan Kaufmann Publishers
    ISBN: 9780080478029 , 0080478026
    Language: English
    Pages: 1 online resource (1 v.) , ill.
    Parallel Title: Erscheint auch als
    Keywords: Computer graphics ; Algorithms ; Geometrical models ; Electronic books ; local ; Electronic books
    Abstract: Do you spend too much time creating the building blocks of your graphics applications or finding and correcting errors? Geometric Tools for Computer Graphics is an extensive, conveniently organized collection of proven solutions to fundamental problems that you'd rather not solve over and over again, including building primitives, distance calculation, approximation, containment, decomposition, intersection determination, separation, and more. If you have a mathematics degree, this book will save you time and trouble. If you don't, it will help you achieve things you may feel are out of your reach. Inside, each problem is clearly stated and diagrammed, and the fully detailed solutions are presented in easy-to-understand pseudocode. You also get the mathematics and geometry background needed to make optimal use of the solutions, as well as an abundance of reference material contained in a series of appendices. Features Filled with robust, thoroughly tested solutions that will save you time and help you avoid costly errors. Covers problems relevant for both 2D and 3D graphics programming. Presents each problem and solution in stand-alone form allowing you the option of reading only those entries that matter to you. Provides the math and geometry background you need to understand the solutions and put them to work. Clearly diagrams each problem and presents solutions in easy-to-understand pseudocode. Resources associated with the book are available at the companion Web site www.mkp.com/gtcg. * Filled with robust, thoroughly tested solutions that will save you time and help you avoid costly errors. * Covers problems relevant for both 2D and 3D graphics programming. * Presents each problem and solution in stand-alone form allowing you the option of reading only those entries that matter to you. * Provides the math and geometry background you need to understand the solutions and put them to work. * Clearly diagrams each problem and presents solutions in easy-to-understand pseudocode. * Resources associated with the book are available at the companion Web site www.mkp.com/gtcg.
    Note: Includes bibliographical references and index. - Description based on print version record
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  • 2
    Online Resource
    Online Resource
    Boca Raton, FL : CRC Press
    ISBN: 9781466595361 , 1466595361
    Language: English
    Pages: 1 online resource (xxvii, 433 pages) , illustrations
    Parallel Title: Erscheint auch als
    Keywords: Graphics processing units ; Programming ; Electronic books ; Electronic books ; local
    Abstract: An In-Depth, Practical Guide to GPGPU Programming Using Direct3D 11 GPGPU Programming for Games and Science demonstrates how to achieve the following requirements to tackle practical problems in computer science and software engineering: Robustness Accuracy Speed Quality source code that is easily maintained, reusable, and readable The book primarily addresses programming on a graphics processing unit (GPU) while covering some material also relevant to programming on a central processing unit (CPU). It discusses many concepts of general purpose GPU (GPGPU) programming and presents practical examples in game programming and scientific programming. The author first describes numerical issues that arise when computing with floating-point arithmetic, including making trade-offs among robustness, accuracy, and speed. He then shows how single instruction multiple data (SIMD) extensions work on CPUs since GPUs also use SIMD. The core of the book focuses on the GPU from the perspective of Direct3D 11 (D3D11) and the High Level Shading Language (HLSL). This chapter covers drawing 3D objects; vertex, geometry, pixel, and compute shaders; input and output resources for shaders; copying data between CPU and GPU; configuring two or more GPUs to act as one; and IEEE floating-point support on a GPU. The book goes on to explore practical matters of programming a GPU, including code sharing among applications and performing basic tasks on the GPU. Focusing on mathematics, it next discusses vector and matrix algebra, rotations and quaternions, and coordinate systems. The final chapter gives several sample GPGPU applications on relatively advanced topics. Web Resource Available on a supporting website, the author's fully featured Geometric Tools Engine for computing and graphics saves you from having to write a large amount of infrastructure code necessary for even the simplest of applications involving shader programming. The engine provides robust and accurate source code with SIMD when appropriate and GPU versions of algorithms when possible.
    Note: Includes bibliographical references (pages 429-433). - Description based on print version record
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  • 3
    Online Resource
    Online Resource
    [Erscheinungsort nicht ermittelbar] : CRC Press | Boston, MA : Safari
    ISBN: 9781482267303
    Language: English
    Pages: 1 online resource (1040 pages)
    Edition: 2nd edition
    Keywords: Electronic books ; local
    Abstract: A major revision of the international bestseller on game programming!Graphics hardware has evolved enormously in the last decade. Hardware can now be directly controlled through techniques such as shader programming, which requires an entirely new thought process of a programmer. 3D Game Engine Design, Second Edition shows step-by-step how to make
    Note: Online resource; Title from title page (viewed November 3, 2006) , Mode of access: World Wide Web.
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  • 4
    Online Resource
    Online Resource
    [Erscheinungsort nicht ermittelbar] : CRC Press | Boston, MA : Safari
    ISBN: 9780122290640
    Language: English
    Pages: 1 online resource (752 pages)
    Edition: 1st edition
    Keywords: Electronic books ; local
    Abstract: Dave Eberly's 3D Game Engine Design was the first professional guide to the essential concepts and algorithms of real-time 3D engines and quickly became a classic of game development. Dave's new book 3D Game Engine Architecture continues the tradition with a comprehensive look at the software engineering and programming of 3D engines. This book is
    Note: Online resource; Title from title page (viewed December 17, 2004) , Mode of access: World Wide Web.
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