DirectX 9 User Interfaces

DirectX 9 User Interfaces

Author: Alan Thorn

Publisher: Wordware Publishing, Inc.

Published: 2004

Total Pages: 376

ISBN-13: 1556222491

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Companion CD included with Paint Shop Pro 8 evaluation edition!Interfaces strongly affect how an application or game is received by a user, no matter which cutting-edge features it may boast. This unique book presents a comprehensive solution for creating good interfaces using the latest version of DirectX. This involves building an interface library from the ground up. Divided into three sections, the book discusses the foundations of interface design, the construction of a feature-rich interface library, and the creation of a fully functional media player in DirectShow.


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!


Learn Vertex and Pixel Shader Programming with DirectX 9

Learn Vertex and Pixel Shader Programming with DirectX 9

Author: James C. Leiterman

Publisher: Wordware Publishing, Inc.

Published: 2004

Total Pages: 304

ISBN-13: 1556222874

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Because graphics systems for video games and game console hardware have become more complex, graphics applications must also advance. This is where programmable vertex and pixel shaders come in. This book shows how to write assembly language for programming the vertex shader and pixel shader hardware using DirectX 9 and covers the fundamentals of programming vectors using SIMD methodology in conjunction with the Direct3D 9 application interfaces. Features: Find out about the valid vertex shader and pixel shader instruction sets; Learn how branching and branchless code can be used for flow control; Understand the vertex shader instructions that support matrices; Discover how to use quaternions to accurately represent rotating objects; Use texturing with both vertex and pixel shaders, including bump mapping.


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: 1029

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].


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.


Social Computing and Virtual Communities

Social Computing and Virtual Communities

Author: Panayiotis Zaphiris

Publisher: CRC Press

Published: 2009-12-23

Total Pages: 306

ISBN-13: 1420090437

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Growing more quickly than we can study or come to fully understand it, social computing is much more than the next thing. Whether it is due more to technology-driven convenience or to the basic human need to find kindred connection, online communication and communities are changing the way we live. Social Computing and Virtual Communities compiles


The New Users Guide to Microsoft Windows Vista

The New Users Guide to Microsoft Windows Vista

Author: Brian W. Jones

Publisher: Lulu.com

Published: 2007-03

Total Pages: 226

ISBN-13: 1430317302

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Learn how to work within Microsoft Windows Vista with the New Users Guide to Microsoft Windows Vista by Brian W Jones Ph.D.c. This book covers the different versions. There are screen shots throughout the book to not only tell you but also SHOW you how to work with Microsoft Windows Vista. A complete chapter of Tips and Tweaks. This book covers, Parental Controls, Network Map, Photo Processing, Mobility Center, Sync Center, Gadgets, Readyboost, and so much more! Easy to read and understand. Large graphics make this book very easy to follow along with. This book is a great reference for how to do MANY of the latest functions within Microsoft Window Vista. This book is a great addition to your reference library. The tips and tweaks alone are worth the price of the book.


Cooperative Design, Visualization, and Engineering

Cooperative Design, Visualization, and Engineering

Author: Yuhua Luo

Publisher: Springer

Published: 2005-09-22

Total Pages: 273

ISBN-13: 354031976X

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This book constitutes the refereed proceedings of the Second International Conference on Cooperative Design, Visualization, and Engineering, CDVE 2005, held in Palma de Mallorca, Spain, in September 2005. The 28 revised full papers presented were carefully reviewed and selected from over 100 submissions. The papers cover all current issues in cooperative design, visualization, engineering, and other cooperative applications. Topics addressed are such as constraint maintenance, decision support, and security enforcement for CDVE. Case studies and application specific developments are among the cooperative visualization papers. Along the line of cooperative engineering, knowledge management, reconfigurability, and concurrency control are major issues addressed.