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9 result(s) for "DirectX."
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Introduction to 3D game programming with DirectX 12
\"This updated bestseller provides an introduction to programming interactive computer graphics, with an emphasis on game development using DirectX 12. The book is divided into three main parts: basic mathematical tools, fundamental tasks in Direct3D, and techniques and special effects. It includes new Direct3D 12 features such as hardware tessellation and the compute shader, and covers advanced rendering techniques such as ambient occlusion, normal and displacement mapping, shadow rendering, particle systems, and character animation. Includes a companion DVD with code and figures.\"--Page 4 of cover.
VanityX: An Agile 3D Rendering Platform Supporting Mixed Reality
VanityX is a prototype, low-level, real-time 3D rendering and computing platform. Unlike most XR solutions, which integrate several commercial and/or open-source products, such as game engines, XR libraries, runtime, and services, VanityX is a platform ready to adapt to any business domain including anthropology and medicine. The design, architecture, and implementation are presented, which are based on CPU and GPU asymmetric multiprocessing with explicit synchronization and collaboration of parallel tasks and a predictable transfer of pipeline resources between processors. The VanityX API is based on DirectX 12 and native programming languages C++20 and HLSL 6, which, in conjunction with explicit parallel processing, the asynchronous loading and explicit managing of graphic resources, and effective algorithms, results in great performance and resource utilization close to metal. Surface-based rendering, direct volume rendering (DVR), and mixed reality (MR) on the HoloLens 2 immersive headset are currently supported. Our MR applications are directly compiled and deployed to HoloLens 2 allowing for better programming experiences and software engineering practices such as testing, debugging, and profiling. The VanityX server provides various computational and rendering services to its clients running on HoloLens 2. The use and test cases are in many business domains including anthropology and medicine. Our future research challenges will primarily, via the MetaverseMed project, focus on opening new opportunities for implementing innovative MR-based scenarios in medical procedures, especially in education, diagnostics, and surgical operations.
Real-time 3D microtubule gliding simulation accelerated by GPU computing
A microtubule gliding assay is a biological experiment observing the dynamics of microtubules driven by motor proteins fixed on a glass surface. When appropriate microtubule interactions are set up on gliding assay experiments, microtubules often organize and create higher-level dynamics such as ring and bundle structures. In order to reproduce such higher-level dynamics on computers, we have been focusing on making a real-time 3D microtubule simulation. This real-time 3D microtubule simulation enables us to gain more knowledge on microtubule dynamics and their swarm movements by means of adjusting simulation parameters in a real-time fashion. One of the technical challenges when creating a real-time 3D simulation is balancing the 3D rendering and the computing performance. Graphics processor unit (GPU) programming plays an essential role in balancing the millions of tasks, and makes this real-time 3D simulation possible. By the use of general-purpose computing on graphics processing units (GPGPU) programming we are able to run the simulation in a massively parallel fashion, even when dealing with more complex interactions between microtubules such as overriding and snuggling. Due to performance being an important factor, a performance model has also been constructed from the analysis of the microtubule simulation and it is consistent with the performance measurements on different GPGPU architectures with regards to the number of cores and clock cycles.
Real-Time Soft Shadow Generating in Three-Dimensional Scene
For the sake of improving the third dimension of 3D scenes, we analyze the existent real-time shadow generating algorithms, and improve the Chan’s smoothie soft shadow algorithm, make it based on shadow map, and treat with both the inner and outer penumbra. It not only effectively resolves the problems such as some algorithms can not cast shadow on itself and some are too complex, it also solves the aliasing problems of shadow mapping, and it meet the requirements of real-time in more complex scene. At last, the algorithm is emulated with DirectX, and the experimental results show the feasibility of the algorithm.
HLSL development cookbook
3D graphics are becoming increasingly more realistic and sophisticated as the power of modern hardware improves. The High Level Shader Language (HLSL) allows you to harness the power of shaders within DirectX 11, so that you can push the boundaries of 3D rendering like never before. HLSL Development Cookbook will provide you with a series of essential recipes to help you make the most out of different rendering techniques used within games and simulations using the DirectX 11 API. This book is specifically designed to help build your understanding via practical example. This essential Cookbook has coverage ranging from industry-standard lighting techniques to more specialist post-processing implementations such as bloom and tone mapping. Explained in a clear yet concise manner, each recipe is also accompanied by superb examples with full documentation so that you can harness the power of HLSL for your own individual requirements.
Design of Online Action 3D Game based on DirectX
DirectX is the base library for 3D games and 3D game engines. This paper describes the development of a DirectX 3D online action game that works on the Windows platform. You can move using the keyboard or joystick, and each user selects one of the three characters, uses the characteristics of each character, and attacks the dungeon. Because each character has its own character, users can cooperate to finish the game easily by thinking about how to effectively defeat dungeon enemies. And to improve the quality of the game, we use a variety of techniques used in 3D games like nonnal mapping, deferred rendering, and frustum culling.
HLSL Development Cookbook
IN DETAIL 3D graphics are becoming increasingly more realistic and sophisticated as the power of modern hardware improves. The High Level Shader Language (HLSL) allows you to harness the power of shaders within DirectX 11, so that you can push the boundaries of 3D rendering like never before. HLSL Development Cookbook will provide you with a series of essential recipes to help you make the most out of different rendering techniques used within games and simulations using the DirectX 11 API. This book is specifically designed to help build your understanding via practical example. This essential Cookbook has coverage ranging from industry-standard lighting techniques to more specialist post-processing implementations such as bloom and tone mapping. Explained in a clear yet concise manner, each recipe is also accompanied by superb examples with full documentation so that you can harness the power of HLSL for your own individual requirements. APPROACH Written in an engaging yet practical manner, HLSL Development Cookbook allows you to pick the recipes you need as and when they are required. WHO THIS BOOK IS FOR If you have some basic Direct3D knowledge and want to give your work some additional visual impact by utilizing advanced rendering techniques, then this book is for you. It is also ideal for those seeking to make the transition from DirectX 9 to DirectX 11, and those who want to implement powerful shaders with the High Level Shader Language (HLSL).
The Invention of Women
The “woman question,” this book asserts, is a Western one, and not a proper lens for viewing African society. Rethinking gender as a Western construction, Oyewumi offers a new way of understanding both Yoruban and Western cultures. Winner of the American Sociological Association Sex & Gender Section's 1998 \"Distinguished Book Award.\"
Quantum Measurement
With relativity theory, quantum mechanics stands as the conceptual foundation of modern physics. Editors Richard A. Healey and Geoffrey Hellman marshal the resources of leading physicists and philosophers of science, skillfully joining their insights and ingenuity to yield some of the most innovative and altogether promising thought to date on this enigmatic issue. Contributors: Guido Bacciagaluppi, Jeffrey Bub, Rob Clifton, Michael Dickson, Dennis Dieks, Andrew Elby, Meir Hemmo, Anthony J. Leggett, Bradley Monton, Abner Shimony, William G. Unruh, and Pieter E. Vermaas.