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Microsoft .NET Architecting Applications for the Enterprise (2nd Edition)

Designing effective architecture is your best strategy for managing project complexity–and improving your results. But the principles and practices of software architecting–what the authors call the “science of hard decisions”–have been evolving for cloud, mobile, and other shifts. Now fully revised and updated, this book shares the knowledge and real-world perspectives that enable you to design for success–and deliver more successful solutions.

2015-02-11

The A-buffer, an Antialiased Hidden Surface Method (1984)

Abstract The A-buffer (anti-aliased, area-averaged, accumulation buffer) is a general hidden surface mechanism suited to medium scale virtual memory computers. It resolves visibility among an arbitrary collection of opaque, transparent, and intersecting objects. Using an easy to compute Fourier window (box flter), it increases the effective image resolution many times over the Z-buffer, with a moderate increase in cost. The A-buffer is incorporated into the REYES 3-D rendering system at Lucasfilm and was used successfully in the "Genesis Demo " sequence in

2014-09-19

Real-Time Concurrent Linked List Construction on the GPU

We introduce a method to dynamically construct highly concurrent linked lists on modern graphics processors. Once constructed, these data structures can be used to implement a host of algorithms useful in creating complex rendering effects in real time. We present a straightforward way to create these linked lists using generic atomic operations available in APIs such as OpenGL 4.0 and DirectX 11. We also describe several possible applications of our algorithm. One example uses per-pixel linked lists for order-independent transparency; as a consequence, we are able to directly implement fully programmable blending, which frees developers from the restrictions imposed by current graphics APIs. The second uses linked lists to implement real-time indirect shadows.

2014-09-19

Numerical Analysis 9th Edition, Burden, Faires

Numerical Analysis 9th Edition, Richard L. Burden, J. Douglas Faires

2014-09-05

Game Programming Gems IV (游戏编程精粹4)光盘代码

游戏编程精粹4(英文名:Game Programming Gems IV)一书的附带光盘源代码。

2014-03-28

Getting Started with UDK

Build a complete tower defense game from scratch using the Unreal Development Kit Overview Learn how to greybox your level by building basic shapes and reshaping the environment Use the visual scripting tool Kismet to create all of the gameplay for your project, from spawning waves of enemies to building placeable towers Develop a thorough understanding of how to use the industry standard Scaleform to create a custom HUD and Main Menu screen to make a game your own

2013-12-10

WinMPQ v1.66 资源文件解压工具

MPQ文件是暴雪内部的压缩格式。用于存储美术资源文件。本工具可以对MPQ文件进行解压缩。

2013-11-11

Game Engine Architecture(英文非扫描版)

This book covers both the theory and practice of game engine software development, bringing together complete coverage of a wide range of topics. The concepts and techniques described are the actual ones used by real game studios like Electronic Arts and Naughty Dog. The examples are often grounded in specific technologies, but the discussion extends way beyond any particular engine or API. The references and citations make it a great jumping off point for those who wish to dig deeper into any particular aspect of the game development process. Intended as the text for a college level series in game programming, this book can also be used by amateur software engineers, hobbyists, self-taught game programmers, and existing members of the game industry. Junior game engineers can use it to solidify their understanding of game technology and engine architecture. Even senior engineers who specialize in one particular field of game development can benefit from the bigger picture presented in these pages.

2013-07-18

OpenGL Programming Guide, Version 4.3, 8th Edition - 2013

Includes Complete Coverage of the OpenGL® Shading Language! Today’s OpenGL software interface enables programmers to produce extraordinarily high-quality computer-generated images and interactive applications using 2D and 3D objects, color images, and programmable shaders. OpenGL® Programming Guide: The Official Guide to Learning OpenGL®, Version 4.3, Eighth Edition, has been almost completely rewritten and provides definitive, comprehensive information on OpenGL and the OpenGL Shading Language. This edition of the best-selling “Red Book” describes the features through OpenGL version 4.3. It also includes updated information and techniques formerly covered in OpenGL® Shading Language (the “Orange Book”). For the first time, this guide completely integrates shader techniques, alongside classic, functioncentric techniques. Extensive new text and code are presented, demonstrating the latest in OpenGL programming techniques. OpenGL® Programming Guide, Eighth Edition, provides clear explanations of OpenGL functionality and techniques, including processing geometric objects with vertex, tessellation, and geometry shaders using geometric transformations and viewing matrices; working with pixels and texture maps through fragment shaders; and advanced data techniques using framebuffer objects and compute shaders. New OpenGL features covered in this edition include Best practices and sample code for taking full advantage of shaders and the entire shading pipeline (including geometry and tessellation shaders) Integration of general computation into the rendering pipeline via compute shaders Techniques for binding multiple shader programs at once during application execution Latest GLSL features for doing advanced shading techniques Additional new techniques for optimizing graphics program performance

2013-05-20

The Linear Complementarity Problem

Richard W. Cottle,Jong-Shi Pang,Richard E. Stone Paperback: 789 pages Publisher: Society for Industrial & Applied Mathematics (July 28, 2009) Language: English ISBN-10: 0898716861 ISBN-13: 978-0898716863 Product Dimensions: 6.8 x 1.6 x 9.7 inches 研究游戏物理引擎的同学不要错过啊。

2013-02-27

Flash Builder 4 and Flex 4 Bible

Deliver rich applications for the Web or desktop with Adobe's new Flash Builder 4 integrated development environment, Flex 4, and the comprehensive tutorials in this packed guide. You'll first get up to speed on Flex basics and Flash Builder 4's new development tools. From there, learn how to use Flex 4's new Spark component skinning capability, deploy desktop apps with AIR, model and manage data, integrate your app with popular application servers, and much more! Understand the differences between Flex and Flash development Master Flex 4 and Flash Builder 4 fundamentals Create and use custom MXML components in a Flex application Work with text, Cascading Style Sheets (CSS), and layout containers Integrate your Flex apps with BlazeDS, Java, ColdFusion, and PHP Create cross-operating system desktop applications with AIR

2012-05-11

ActionScript 3.0 Bible

ActionScript has matured into a full-fledged, object-oriented programming language for creating cutting-edge Web applications, and this comprehensive book is just what you need to succeed. If you want to add interactivity to Flash, build Flex applications, or work with animation — it's all here, and more. Packed with clear instruction, step-by-step tutorials, and advanced techniques, this book is your go-to guide to unlock the power of this amazing language. Learn the basics, apply object-oriented programming, and more.

2012-04-17

OpenGL 4.0 Shading Language Cookbook

The OpenGL Shading Language (GLSL) is a programming language used for customizing parts of the OpenGL graphics pipeline that were formerly fixed-function, and are executed directly on the GPU. It provides programmers with unprecedented flexibility for implementing effects and optimizations utilizing the power of modern GPUs. With version 4.0, the language has been further refined to provide programmers with greater flexibility, and additional features have been added such as an entirely new stage called the tessellation shader. The OpenGL Shading Language 4.0 Cookbook provides easy-to-follow examples that first walk you through the theory and background behind each technique then go on to provide and explain the GLSL and OpenGL code needed to implement it. Beginning level through to advanced techniques are presented including topics such as texturing, screen-space techniques, lighting, shading, tessellation shaders, geometry shaders, and shadows. The OpenGL Shading Language 4.0 Cookbook is a practical guide that takes you from the basics of programming with GLSL 4.0 and OpenGL 4.0, through basic lighting and shading techniques, to more advanced techniques and effects. It presents techniques for producing basic lighting and shading effects; examples that demonstrate how to make use of textures for a wide variety of effects and as part of other techniques; examples of screen-space techniques, shadowing, tessellation and geometry shaders, noise, and animation. The OpenGL Shading Language 4.0 Cookbook provides examples of modern shading techniques that can be used as a starting point for programmers to expand upon to produce modern, interactive, 3D computer graphics applications. What you will learn from this book: * Compile, install, and communicate with shader programs * Use new features of GLSL 4.0 such as subroutines and uniform blocks * Implement basic lighting and shading techniques such as diffuse and specular shading, per-fragment shading, and spotlights * Apply single or multiple textures * Use textures as environment maps for simulating reflection or refraction * Implement screen-space techniques such as gamma correction, blur filters, and deferred shading * Implement geometry and tessellation shaders * Learn shadowing techniques including shadow mapping and screen space ambient occlusion * Use noise in shaders * Use shaders for animation Approach This hands-on guide cuts short the preamble and gets straight to the point – actually creating graphics, instead of just theoretical learning. Each recipe is specifically tailored to satisfy your appetite for producing real-time 3-D graphics using GLSL 4.0. Who this book is written for If you are an OpenGL programmer looking to use the modern features of GLSL 4.0 to create real-time, three-dimensional graphics, then this book is for you. Familiarity with OpenGL programming, along with the typical 3D coordinate systems, projections, and transformations is assumed. It can also be useful for experienced GLSL programmers who are looking to implement the techniques that are presented here. Book Details * Paperback: 340 pages * Publisher: Packt Publishing (July 2011) * Language: English * ISBN-10: 1849514763 * ISBN-13: 978-1849514767

2012-01-30

OpenGL Shading Language 3rd Edition

Product Description OpenGL® Shading Language, Third Edition, extensively updated for OpenGL 3.1, is the experienced application programmer’s guide to writing shaders. Part reference, part tutorial, this book thoroughly explains the shift from fixed-functionality graphics hardware to the new era of programmable graphics hardware and the additions to the OpenGL API that support this programmability. With OpenGL and shaders written in the OpenGL Shading Language, applications can perform better, achieving stunning graphics effects by using the capabilities of both the visual processing unit and the central processing unit. In this book, you will find a detailed introduction to the OpenGL Shading Language (GLSL) and the new OpenGL function calls that support it. The text begins by describing the syntax and semantics of this high-level programming language. Once this foundation has been established, the book explores the creation and manipulation of shaders using new OpenGL function calls. OpenGL® Shading Language, Third Edition, includes updated descriptions for the language and all the GLSL entry points added though OpenGL 3.1, as well as updated chapters that discuss transformations, lighting, shadows, and surface characteristics. The third edition also features shaders that have been updated to OpenGL Shading Language Version 1.40 and their underlying algorithms, including Traditional OpenGL fixed functionality Stored textures and procedural textures Image-based lighting Lighting with spherical harmonics Ambient occlusion and shadow mapping Volume shadows using deferred lighting Ward’s BRDF model The color plate section illustrates the power and sophistication of the OpenGL Shading Language. The API Function Reference at the end of the book is an excellent guide to the API entry points that support the OpenGL Shading Language.

2012-01-30

Mathematics for 3D Game Programming and Computer Graphics, Third Edition

This updated third edition illustrates the mathematical concepts that a game developer needs to develop 3D computer graphics and game engines at the professional level. It starts at a fairly basic level in areas such as vector geometry and linear algebra, and then progresses to more advanced topics in 3D programming such as illumination and visibility determination. Particular attention is given to derivations of key results, ensuring that the reader is not forced to endure gaps in the theory. The book assumes a working knowledge of trigonometry and calculus, but also includes sections that review the important tools used from these disciplines, such as trigonometric identities, differential equations, and Taylor series. The third edition expands upon topics that include projections, shadows, physics, cloth simulation, and numerical methods. All of the illustrations have been updated, and the shader code has been updated to the latest high-level shading language specifications.

2012-01-16

OpenCL in Action: How to Accelerate Graphics and Computations

OpenCL in Action is a thorough, hands-on presentation of OpenCL, with an eye toward showing developers how to build high-performance applications of their own. It begins by presenting the core concepts behind OpenCL, including vector computing, parallel programming, and multi-threaded operations, and then guides you step-by-step from simple data structures to complex functions.

2012-01-16

Heterogeneous Computing with OpenCL

一本关于基于OpenCL并行计算的书籍。希望对研究并行计算的朋友有所帮助。

2012-01-10

OpenCL Programming Guide

英文版的《OpenCL编程指南》一书。希望对研究并行计算的朋友有所不帮助。

2012-01-10

Beginning Game Audio Programming

No matter how exciting the game and how realistic the visual effects, without catchy audio in the background it’s obvious that something is missing. New developments in technology enable you to do things with audio that weren’t possible before, but they also make it necessary to find a guide that walks you through the technical hurdles. "Beginning Game Audio Programming" covers the challenges that you will face as you create sound effects and music for your games and gives you the information you need to face these challenges head-on. You’ll learn how to compose dynamic music and program 3D sound. There’s even coverage of using DirectPlay Voice for real- time voice chat in your games! If you are comfortable with C++ and DirectX, then you’re ready to dive into the exciting world of audio with "Beginning Game Audio Programming".

2011-12-20

3D Graphics with XNA Game Studio 4.0 + Source

种子中包含3D Graphics with XNA Game Studio 4.0的PDF文件和源代码。总计256MB。

2011-12-04

XNA Game Studio 4.0 Programming

Get Started Fast with XNA Game Studio 4.0–and Build Great Games for Both Windows® Phone 7 and Xbox 360® This is the industry’s best reference and tutorial for all aspects of XNA Game Studio 4.0 programming on all supported platforms, from Xbox 360 to Windows Phone 7 and Windows PCs. The only game development book authored by Microsoft XNA development team members, it offers deep insider insights you won’t get anywhere else–including thorough coverage of new Windows Phone APIs for mobile game development. You’ll quickly build simple games and get comfortable with Microsoft’s powerful XNA Game Studio 4.0 toolset. Next, you’ll drill down into every area of XNA, including graphics, input, audio, video, storage, GamerServices, and networking. Miller and Johnson present especially thorough coverage of 3D graphics, from Reach and HiDef to textures, effects, and avatars. Throughout, they introduce new concepts with downloadable code examples designed to help you jumpstart your own projects. Coverage includes Downloading, installing, and getting started with XNA Game Studio 4 Building on capabilities provided in the default game template Using 2D sprites, textures, sprite operations, blending, and SpriteFonts Creating high-performance 3D graphics with XNA’s newly simplified APIs Loading, generating, recording, and playing audio Supporting keyboards, mice, Xbox 360 controllers, Touch, accelerometer, and GPS inputs Managing all types of XNA storage Using avatars as characters in your games Utilizing gamer types, player profiles, presence information, and other GamerServices Supporting Xbox LIVE and networked games Creating higher-level input systems that seamlessly manage cross-platform issues From Windows Phone 7 mobile gaming to Xbox 360, XNA Game Studio 4.0 creates huge new opportunities for experienced Microsoft developers. This book helps you build on skills you already have, to create the compelling games millions of users are searching for.

2011-11-26

3D Graphics with XNA Game Studio 4.0

This book is designed as a step-by-step tutorial that can be read through from beginning to end, with each chapter building on the last. Each section, however, can also be used as a reference for implementing various camera models, special effects, etc. The chapters are filled with illustrations, screenshots, and example code, and each chapter is based around the creation of one or more example projects. By the end of the first chapter you will have created the framework that is used and improved upon for the rest of the book, and by the end of the book you will have implemented dozens of special effects, camera types, lighting models and more using that framework. This book is mainly written for those who are familiar with object oriented programming and C# and who are interested in taking 3D graphics of their XNA games to the next level. This book will be useful as learning material for those who are new to graphics and for those who are looking to expand their toolset. Also, it can be used by game developers looking for an implementation guide or reference for effects or techniques they are already familiar with.

2011-11-26

Shaders for Game Programmers and Artists + Source

This is the first book approaching the topic of shaders in such an accessible manner. By taking a simple, easy-to-follow approach to the high-level language of this topic and separating itself from 3D API's "Shaders for Game Programmers and Artists" brings the world of real-time shading to a broad audience, ranging from the game programming hobbyist to the seasoned game developer. This unique combination of its simple approach and the wide variety of techniques that are covered makes "Shaders for Game Programmers and Artists" a one-of-a-kind guide that can serve as both a tutorial for the classroom and a reference manual that can be used by developers throughout the development cycle.

2011-10-16

Beginning Blender - Open Source 3D Modeling, Animation, and Game Design

A new world of creative possibilities is opened by Blender, the most popular and powerful open source 3D and animation tool. Blender is not just free software; it is also an important professional tool used in animated shorts, television commercials, and shows, as well as in production for films like Spiderman 2. Lance Flavell's Beginning Blender will give you the skills to start shaping new worlds and virtual characters, and perhaps lead you down a new professional path. Beginning Blender covers the Blender 2.5 release in-depth. The book starts with the creation of simple figures using basic modeling and sculpting. It then teaches you how to bridge from modeling to animation, and from scene setup to texture creation and rendering, lighting, rigging, and ultimately, full animation. You will create and mix your own movie scenes, and you will even learn the basics of games logic and how to deal with games physics. Whether you are new to modeling, animation, and game design, or whether you are simply new to Blender, this book will show you everything you need to know to get your 3D projects underway.

2011-10-09

Blender 2.5 Materials and Textures Cookbook

Product Description Each chapter in the book follows a themed approach to creating materials using the new Blender 2.5 features. As you read through each chapter you will learn approaches to create materials and textures. These materials and textures will help you to create a flawless simulation of real-world objects. You need not read the chapters in any particular order to learn to use the Blender 3D suite for materials simulation appropriately. Every recipe in this book will enable you to create a usable material or texture effect as well as teaching you techniques that save your time. If you are a Graphics Designer looking to master the features for materials and textures to create realistic looking models in Blender, then this book is for you. It can be read by both beginners and experienced Blender users; however, prior understanding of object creation and manipulation in Blender would be an advantage. This is a must-read for Blender users who want to learn the concepts and at the same time experiment with the different Blender Material and texture functions.

2011-10-09

Introducing Character Animation with Blender 2nd Edition April 2011

Introducing Character Animation with Blender, 2nd Edition is written in a friendly but professional tone, with clear descriptions and numerous illustrative screenshots. Throughout the book, tutorials focus on how to accomplish actual animation goals, while illustrating the necessary technical methods along the way. These are reinforced by clear descriptions of how each specific aspect of Blender works and fits together with the rest of the package. By following all the tutorials, the reader will gain all the skills necessary to build and animate a well-modeled, fully-rigged character of their own. The character built over the course of the tutorials is included as a .blend file on the companion website, for the reader to experiment with and learn from. Introducing Character Animation with Blender, 2nd Edition is inspiring as well as educational. A color insert includes sample characters and frames from animations by many of the Blender community's most talented artists, which help to illustrate the impressive potential of the software.

2011-10-09

Linear Algebra and Its Applications Fourth Edition

线性代数与应用,第四版。希望对需要的朋友有所帮助。

2011-07-04

Wrox Beginning ActionScript 2.0

一本有关ActionScript 2.0编程的书。希望对需要的朋友有所帮助。

2011-05-11

Calculus 9th ed. by Larson

The Larson CALCULUS program has a long history of innovation in the calculus market. It has been widely praised by a generation of students and professors for its solid and effective pedagogy that addresses the needs of a broad range of teaching and learning styles and environments. Each title is just one component in a comprehensive calculus course program that carefully integrates and coordinates print, media, and technology products for successful teaching and learning.

2011-05-03

The Use of Projective Geometry in Computer Graphics

一本讲解投影机和在计算机图形学中应用的书籍。希望对需要的朋友有所帮助。

2011-04-19

Video Game Optimization

"Video Game Optimization" describes a process for increasing the performance of a video game for better gameplay and visual experience. Very few game developers understand the process of optimizing an entire video game, yet learning the process is surprisingly simple and applicable to a broad audience. The book tackles the process of optimization by first describing how to determine where a game is limited and then providing detailed solutions and examples to solving this limitation. All the examples covered in the book can be applied to a variety of game types and coverage of how to optimize system memory, CPU processing, graphics, and shaders is included.

2011-04-18

Electromagnetic Field Theory Fundamentals[中文版]

本书是美国大学本科生电磁场理论课程的教科书。由英文原版翻译而来。希望对需要的朋友有所帮助。

2011-04-11

Electromagnetic Field Theory Fundamentals

剑桥大学出版社出版的《电磁场理论基础》。本书为英文原版。希望对需要的朋友有所帮助。

2011-04-04

Clipping Using Homogeneous Coordinates

Blinn于1976年发表的论文,详细地讨论了齐次坐标系中的剪切算法。希望对需要的朋友有所帮助。

2011-03-26

Foundations of Analog and Digital Electronic Circuits

一本关于模拟电路和数字电路的国外经典教材。希望对需要的朋友有所帮助。

2011-02-26

Essential Mathematics for Games and Interactive Applications A Programmers Guide 2nd Ed

游戏程序员必备的数学知识。希望对需要的朋友有所帮助。

2011-02-22

Linear Programming Foundations and Extensions 3rd Edition

This Third Edition introduces the latest theory and applications in optimization. It emphasizes constrained optimization, beginning with linear programming and then proceeding to convex analysis, network flows, integer programming, quadratic programming, and convex optimization. You’ll discover a host of practical business applications as well as non-business applications. With its focus on solving practical problems, the book features free C programs to implement the major algorithms covered. The book’s accompanying website includes the C programs, JAVA tools, and new online instructional tools and exercises.

2011-02-18

Calculus 6th Ed. By James Stewart

Success in your calculus course starts here! James Stewart's CALCULUS texts are world-wide best-sellers for a reason: they are clear, accurate, and filled with relevant, real-world examples. With CALCULUS, Seventh Edition, Stewart conveys not only the utility of calculus to help you develop technical competence, but also gives you an appreciation for the intrinsic beauty of the subject. His patient examples and built-in learning aids will help you build your mathematical confidence and achieve your goals in the course!

2011-01-03

A Practical and Robust Bump-mapping Technique for Today's GPUs

Bump mapping is a normal-perturbation rendering technique for simulating lighting effects caused by patterned irregularities on otherwise locally smooth surfaces. By encoding such surface patterns in texture maps, texture-based bump mapping simulates a surface’s irregular lighting appearance without modeling the patterns as true geometric perturbations to the surface. Bump mapping is advantageous because it can decouple a texture-based description of small-scale surface irregularities used for per-pixel lighting computations from the vertex- based description of large-scale object shape required for efficient transformation and rasterization. This paper describes a practical and robust bump-mapping technique suited for the capabilities of today’s Graphics Processor Units (GPUs). This paper has six sections including the introduction. The second section presents the theory of bump mapping. The third section reviews several existing hardware bump-mapping techniques. The fourth section describes the cube map texturing and “register combiners” features of NVIDIA’s GeForce 256 and Quadro GPUs. These features in combination are the basis for the bump mapping technique presented in the fifth section. This technique achieves real-time performance on current generation NVIDIA GPUs. The techniqu e can model ambient, diffuse, and specular lighting terms, a textured surface decal, and attenuated and spotlight illumination. The technique is notable because of its robustness and relative fidelity to Blinn’s original mathematical formulation of bump mapping. The sixth section concludes. Several appendices provide OpenGL implementation details.

2011-01-03

Guide to Graphics Software Tools

Many scientists in different disciplines realize the power of graphics, but are also bewildered by the complex implementations of a graphics system and numerous graphics tools. More often than not, they choose the wrong software tools and end up with unsatisfactory results. Hopefully, if we know how a graphics system works and what basic functions many graphics tools provide, we can understand and employ some graphics tools without spending much precious time on learning all the details that may not be applicable, and we can become graphics experts through such a shortcut.

2010-11-28

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