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Author: Kris Gray Publisher: ISBN: 9780735616530 Category : Computers Languages : en Pages : 492
Book Description
Learn how to use programmable shaders in the DirectX 9 graphics pipeline-and deliver awesome 3-D graphics to your animations, games, and other multimedia applications. This book distills hundreds of hours of hands-on guidance from the developers on the Microsoft DirectX team-as well as insights from leading-edge video card manufacturers-into step-by-step instruction and best practices for exploiting the programmable pipeline. You'll see how to program shaders in assembly-language as well as the new high-level shader language (HLSL)-and you get complete code walk throughs for all the sample programs and the DirectX 9 SDK on CD. Discover how to: Program vertex shaders to create transformations, apply vertex fog, or deform geometry Generate 2-D image effects'such as output color inversion-with pixel shaders Use HLSL to add a semi-transparent glow effect by combining a vertex shader and frame buffer blending Produce a metallic paint effect by combining a vertex shader, a pixel shader, and a texture shader with multilayer texture blending Incorporate reflective surfaces into your 3-D scenes by applying an environment-map effect Experiment with the EffectEdit SDK sample to load and edit effect files and preview results on the fly Package multiple object-rendering techniques into a single effect for simpler pipeline state management CD inside Get code for all the sample programs plus SDKAbout Programmable Shaders. With programmable shaders, you get unprecedented control over rendering options in DirectX 9. You can use vertex shaders to deform geometry, apply procedural textures with pixel and texture shaders, and use effects to encapsulate shader and pipeline state-making code reuse a snap. CD features: Sample programs that demonstrate: Vertex shader transformations, lighting, fog, vertex displacement, and vertex blending Pixel shader texturing, 2-D image processing, and lighting Texture shader generation of procedural textures Encapsulating assembly-language and HLSL shaders into an effect Interactive development of an effect using EffectEdit DirectX 9 SDK Fully searchable eBook For customers who purchase an ebook version of this title, instructions for downloading the CD files can be found in the ebook.
Author: Kris Gray Publisher: ISBN: 9780735616530 Category : Computers Languages : en Pages : 492
Book Description
Learn how to use programmable shaders in the DirectX 9 graphics pipeline-and deliver awesome 3-D graphics to your animations, games, and other multimedia applications. This book distills hundreds of hours of hands-on guidance from the developers on the Microsoft DirectX team-as well as insights from leading-edge video card manufacturers-into step-by-step instruction and best practices for exploiting the programmable pipeline. You'll see how to program shaders in assembly-language as well as the new high-level shader language (HLSL)-and you get complete code walk throughs for all the sample programs and the DirectX 9 SDK on CD. Discover how to: Program vertex shaders to create transformations, apply vertex fog, or deform geometry Generate 2-D image effects'such as output color inversion-with pixel shaders Use HLSL to add a semi-transparent glow effect by combining a vertex shader and frame buffer blending Produce a metallic paint effect by combining a vertex shader, a pixel shader, and a texture shader with multilayer texture blending Incorporate reflective surfaces into your 3-D scenes by applying an environment-map effect Experiment with the EffectEdit SDK sample to load and edit effect files and preview results on the fly Package multiple object-rendering techniques into a single effect for simpler pipeline state management CD inside Get code for all the sample programs plus SDKAbout Programmable Shaders. With programmable shaders, you get unprecedented control over rendering options in DirectX 9. You can use vertex shaders to deform geometry, apply procedural textures with pixel and texture shaders, and use effects to encapsulate shader and pipeline state-making code reuse a snap. CD features: Sample programs that demonstrate: Vertex shader transformations, lighting, fog, vertex displacement, and vertex blending Pixel shader texturing, 2-D image processing, and lighting Texture shader generation of procedural textures Encapsulating assembly-language and HLSL shaders into an effect Interactive development of an effect using EffectEdit DirectX 9 SDK Fully searchable eBook For customers who purchase an ebook version of this title, instructions for downloading the CD files can be found in the ebook.
Author: Tom Miller Publisher: Sams Publishing ISBN: 9780672325960 Category : Computers Languages : en Pages : 436
Book Description
Managed DirectX was released with the latest version of the core DirectX libraries in DirectX9. It enables developers using the new .NET languages (i.e. C#, VB.NET, etc.) to develop rich multimedia applications with DirectX. Unfortunately the Managed DirectX runtime was released without adequate documentation, and developers are having a hard time figuring out the best way to write managed applications. This book covers how to use the Managed DirectX objects, how they differ from the core DirectX libraries, and how to create these rich multimedia applications in C#. It also covers in depth graphics techniques and the new high-level shader language shipping with DirectX9.
Author: James C. Leiterman Publisher: Wordware Publishing, Inc. ISBN: 1556222874 Category : Computer games Languages : en Pages : 304
Book Description
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.
Author: David B. Kirk Publisher: Newnes ISBN: 0123914183 Category : Computers Languages : en Pages : 519
Book Description
Programming Massively Parallel Processors: A Hands-on Approach, Second Edition, teaches students how to program massively parallel processors. It offers a detailed discussion of various techniques for constructing parallel programs. Case studies are used to demonstrate the development process, which begins with computational thinking and ends with effective and efficient parallel programs. This guide shows both student and professional alike the basic concepts of parallel programming and GPU architecture. Topics of performance, floating-point format, parallel patterns, and dynamic parallelism are covered in depth. This revised edition contains more parallel programming examples, commonly-used libraries such as Thrust, and explanations of the latest tools. It also provides new coverage of CUDA 5.0, improved performance, enhanced development tools, increased hardware support, and more; increased coverage of related technology, OpenCL and new material on algorithm patterns, GPU clusters, host programming, and data parallelism; and two new case studies (on MRI reconstruction and molecular visualization) that explore the latest applications of CUDA and GPUs for scientific research and high-performance computing. This book should be a valuable resource for advanced students, software engineers, programmers, and hardware engineers. New coverage of CUDA 5.0, improved performance, enhanced development tools, increased hardware support, and more Increased coverage of related technology, OpenCL and new material on algorithm patterns, GPU clusters, host programming, and data parallelism Two new case studies (on MRI reconstruction and molecular visualization) explore the latest applications of CUDA and GPUs for scientific research and high-performance computing
Author: David Allerton Publisher: John Wiley & Sons ISBN: 1119737672 Category : Technology & Engineering Languages : en Pages : 524
Book Description
Flight Simulation Software comprehensively covers many aspects of flight simulation; from software design to flight control systems, navigation systems and visual systems. It provides working software taken from flight simulators and demonstrates a variety of different systems that can be used in flight simulation. Delving into software design, programming languages, computer graphics and parallel processing, this book is detailed and covers a wide range of topics for flight simulation software. The author-a noted expert on the topic- uniquely presents flight control systems and displays, allowing readers a fresh outlook on how they view aspects of flight simulation. Written for engineers in industry and senior undergraduate/graduate students, Flight Simulation Software provides the basis of teaching across several disciplines, making this accessible for a wide audience.
Author: David Allerton Publisher: John Wiley & Sons ISBN: 0470754362 Category : Technology & Engineering Languages : en Pages : 509
Book Description
Principles of Flight Simulation is a comprehensive guide to flight simulator design, covering the modelling, algorithms and software which underpin flight simulation. The book covers the mathematical modelling and software which underpin flight simulation. The detailed equations of motion used to model aircraft dynamics are developed and then applied to the simulation of flight control systems and navigation systems. Real-time computer graphics algorithms are developed to implement aircraft displays and visual systems, covering OpenGL and OpenSceneGraph. The book also covers techniques used in motion platform development, the design of instructor stations and validation and qualification of simulator systems. An exceptional feature of Principles of Flight Simulation is access to a complete suite of software (www.wiley.com/go/allerton) to enable experienced engineers to develop their own flight simulator – something that should be well within the capability of many university engineering departments and research organisations. Based on C code modules from an actual flight simulator developed by the author, along with lecture material from lecture series given by the author at Cranfield University and the University of Sheffield Brings together mathematical modeling, computer graphics, real-time software, flight control systems, avionics and simulator validation into one of the faster growing application areas in engineering Features full colour plates of images and photographs. Principles of Flight Simulation will appeal to senior and postgraduate students of system dynamics, flight control systems, avionics and computer graphics, as well as engineers in related disciplines covering mechanical, electrical and computer systems engineering needing to develop simulation facilities.
Author: Erik P. Blasch Publisher: Springer Nature ISBN: 3030745686 Category : Computers Languages : en Pages : 753
Book Description
The Handbook of Dynamic Data Driven Applications Systems establishes an authoritative reference of DDDAS, pioneered by Dr. Darema and the co-authors for researchers and practitioners developing DDDAS technologies. Beginning with general concepts and history of the paradigm, the text provides 32 chapters by leading experts in ten application areas to enable an accurate understanding, analysis, and control of complex systems; be they natural, engineered, or societal: The authors explain how DDDAS unifies the computational and instrumentation aspects of an application system, extends the notion of Smart Computing to span from the high-end to the real-time data acquisition and control, and manages Big Data exploitation with high-dimensional model coordination. The Dynamically Data Driven Applications Systems (DDDAS) paradigm inspired research regarding the prediction of severe storms. Specifically, the DDDAS concept allows atmospheric observing systems, computer forecast models, and cyberinfrastructure to dynamically configure themselves in optimal ways in direct response to current or anticipated weather conditions. In so doing, all resources are used in an optimal manner to maximize the quality and timeliness of information they provide. Kelvin Droegemeier, Regents’ Professor of Meteorology at the University of Oklahoma; former Director of the White House Office of Science and Technology Policy We may well be entering the golden age of data science, as society in general has come to appreciate the possibilities for organizational strategies that harness massive streams of data. The challenges and opportunities are even greater when the data or the underlying system are dynamic - and DDDAS is the time-tested paradigm for realizing this potential. Sangtae Kim, Distinguished Professor of Mechanical Engineering and Distinguished Professor of Chemical Engineering at Purdue University
Author: Yueting Zhuang Publisher: Springer Science & Business Media ISBN: 3540487662 Category : Computers Languages : en Pages : 1060
Book Description
This book constitutes the refereed proceedings of the 7th Pacific Rim Conference on Multimedia, PCM 2006, held in Hangzhou, China in November 2006. The 116 revised papers presented cover a wide range of topics, including all aspects of multimedia, both technical and artistic perspectives and both theoretical and practical issues.
Author: Marshall Harrison Publisher: Apress ISBN: 143020821X Category : Computers Languages : en Pages : 417
Book Description
This tutorial goes through the requirements for a game engine and addresses those requirements using the applicable aspects of DirectX with C#.