An In-Depth, Practical Guide to GPGPU Programming Using Direct3D 11GPGPU Programming for Games and Science demonstrates how to achieve the following requirements to tackle practical problems in computer science and software engineering:RobustnessAccuracySpeedQuality source code that is easily maintained, reusable, and readableThe book primarily add
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.
Create physically realistic 3D Graphics environments with this introduction to the ideas and techniques behind the process. Author David H. Eberly includes simulations to introduce the key problems involved and then gradually reveals the mathematical and physical concepts needed to solve them.
The first edition of 3D Game Engine Design was an international bestseller that sold over 17,000 copies and became an industry standard. In the six years since that book was published, graphics hardware has evolved enormously. Hardware can now be directly controlled through techniques such as shader programming, which requires an entirely new thought process of a programmer. In a way that no other book can do, this new edition shows step by step how to make a shader-based graphics engine and how to tame this new technology. Much new material has been added, including more than twice the coverage of the essential techniques of scene graph management, as well as new methods for managing memory usage in the new generation of game consoles and portable game players. There are expanded discussions of collision detection, collision avoidance, and physics—all challenging subjects for developers. The mathematics coverage is now focused towards the end of the book to separate it from the general discussion. As with the first edition, one of the most valuable features of this book is the inclusion of Wild Magic, a commercial quality game engine in source code that illustrates how to build a real-time rendering system from the lowest-level details all the way to a working game. Wild Magic Version 4 consists of over 300,000 lines of code that allows the results of programming experiments to be seen immediately. This new version of the engine is fully shader-based, runs on Windows XP, Mac OS X, and Linux, and is only available with the purchase of the book.
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
A comprehensive clinical reference on managing the entire spectrum of movement disorders NEW DVD with video clips Featuring contributions from more than one hundred leading experts, this full-color text covers pathophysiology, diagnosis, and management of all movement disorders - from ataxia to Parkinson's Disease. Movement Disorders examines the neurobehavioral changes and comorbidities that frequently occur and incorporates the latest genetic information and the most current references. Chapters cover Clinical Presentation and Course, Pathophysiology, Differential Diagnosis, Etiologies, and Treatment. The third edition is highlighted by a new full-color presentation, more than 240 color illustrations and photos, and a DVD with video clips of patients with movement disorders.
Create physically realistic 3D Graphics environments with this introduction to the ideas and techniques behind the process. Author David H. Eberly includes simulations to introduce the key problems involved and then gradually reveals the mathematical and physical concepts needed to solve them.
Of all the characters bequeathed to us by the Hebrew Bible, none is more compelling or complex than David. Divinely blessed, musically gifted, brave, and eloquent, David's famous slaying of Goliath also confirms that he is a redoubtable man of war. Yet, when his son Absalom rebels, David is dogged by the accusation than he will lose his kingdom because he is not merely a man of war, but a man of 'bloods' - guilty of shedding innocent blood. In this book, for the first time, this language of 'innocent blood' and 'bloodguilt' is traced throughout David's story in the books of Samuel and 1 Kings. The theme emerges initially in Saul's pursuit of David and resurfaces regularly as David rises and men like Nabal, Saul, Ishbosheth, and Abner fall. Innocent blood and bloodguilt also turn out to be central to David's reign. This is seen in a surprising way in David's killing of Uriah, but also in the subsequent deaths of his sons, Amnon and Absalom, his general, Amasa, and even in David's encounters with Shimei. The problem rears its head again when the innocent blood of the Gibeonites shed by Saul comes back to haunt David's kingdom. Finally, the problem reappears when Solomon succeeds David and orchestrates the executions of Joab and Shimei, and the exile of Abiathar. Attending carefully to the text and drawing extensively on previous biblical scholarship, David J. Shepherd suggests that innocent blood is not only a pre-eminent concern of David, and his story in Samuel and 1 Kings, but also shapes the entirety of David's history.
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