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Physics.Math.Code

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БообщСство Ρ„ΠΈΠ·ΠΈΠΊΠΎΠ², ΠΌΠ°Ρ‚Π΅ΠΌΠ°Ρ‚ΠΈΠΊΠΎΠ² ΠΈ Ρ€Π°Π·Ρ€Π°Π±ΠΎΡ‚Ρ‡ΠΈΠΊΠΎΠ². Книги, Π²ΠΈΠ΄Π΅ΠΎΡƒΡ€ΠΎΠΊΠΈ, ΡΡ‚Π°Ρ‚ΡŒΠΈ.

Physics.Math.Code

4 Π³ΠΎΠ΄Π° Π½Π°Π·Π°Π΄
ΠžΡ‚ΠΊΡ€Ρ‹Ρ‚ΡŒ Π²
πŸ“• Introduction to 3D Game Programming with DirectX 12 [2016] Frank Luna πŸ’Ύ Π‘ΠΊΠ°Ρ‡Π°Ρ‚ΡŒ ΠΊΠ½ΠΈΠ³Ρƒ На ΠΊΠ°Π½Π°Π»Π΅ ΡƒΠΆΠ΅ Π±Ρ‹Π»Π° эта ΠΊΠ½ΠΈΠ³Π°, Π½ΠΎ сСгодня ΠΎΠ΄ΠΈΠ½ ΠΈΠ· подписчиков ΠΏΡ€ΠΈΠΊΡ€Π΅ΠΏΠΈΠ» Π±ΠΎΠ»Π΅Π΅ качСствСнный PDF-Π²Π°Ρ€ΠΈΠ°Π½Ρ‚. ΠŸΠΎΡΡ‚ΠΎΠΌΡƒ Π΄Π΅Π»Π°Π΅ΠΌ ΠΎΠ±Π½ΠΎΠ²Π»Π΅Π½ΠΈΠ΅. 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, the compute shader, dynamic shader linkage and covers advanced rendering techniques such as screen-space ambient occlusion, level-of-detail handling, cascading shadow maps, volume rendering, and character animation. #3d #2d #Ρ€Π°Π·Ρ€Π°Π±ΠΎΡ‚ΠΊΠ°_ΠΈΠ³Ρ€ #gamedev #ΠΌΠ°Ρ‚Π΅ΠΌΠ°Ρ‚ΠΈΠΊΠ° #math #maths