
Chapter 3. Transformations
Chapter in the book
Publisher:Mercury Learning and Information
By: Frank Luna
Paid access
|Mar 2012Table of contents
Frontmatter
Contents
Acknowledgments
Introduction
Introduction
Chapter 1. Vector Algebra
Chapter 2. Matrix Algebra
Chapter 3. Transformations
Introduction
Chapter 4. Direct3D Initialization
Chapter 5. The Rendering Pipeline
Chapter 6. Drawing in Direct3D
Chapter 7. Lighting
Chapter 8. Texturing
Chapter 9. Blending
Chapter 10. Stenciling
Chapter 11. The Geometry Shader
Chapter 12. The Compute Shader
Chapter 13. The Tessellation Stages
Introduction
Chapter 14. Building a First Person Camera
Chapter 15. Instancing and Frustum Culling
Chapter 16. Picking
Chapter 17. Cube Mapping
Chapter 18. Normal Mapping and Displacement Mapping
Chapter 19. Terrain Rendering
Chapter 20. Particle Systems and Stream-Out
Chapter 21. Shadow Mapping
Chapter 22. Ambient Occlusion
Chapter 23. Meshes
Chapter 24. Quaternions
Chapter 25. Character Animation
Appendix A: Introduction to Windows Programming
Appendix B: High Level Shader Language Reference
Appendix C: Some Analytic Geometry
Appendix D: Solutions to Exercises
Bibliography and Further Reading
Index
38 chapters available
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PDF ISBN: 978-1-937585-95-2 | E-Pub ISBN: 978-1-937585-96-9 | Paperback ISBN: 978-1-936420-22-3 | DOI: https://doi.org/10.1515/9781937585952
Publisher: Mercury Learning and Information
Copyright owner: © 2012 Walter de Gruyter GmbH, Berlin/Boston
Publication date: 2012
Language: English
Pages: 600
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