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Chapter 20. SHADOW MAPPING
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Frank Luna
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Kapitel in diesem Buch
- Frontmatter i
- CONTENTS vii
- ACKNOWLEDGMENTS xxiii
- INTRODUCTION xxv
-
Part 1. MATHEMATICAL PREREQUISITES
- Chapter 1. VECTOR ALGEBRA 1
- Chapter 2. MATRIX ALGEBRA 37
- Chapter 3. TRANSFORMATIONS 59
-
Part 2. DIRECT3D FOUNDATIONS
- Chapter 4. DIRECT3D INITIALIZATION 87
- Chapter 5. THE RENDERING PIPELINE 159
- Chapter 6. DRAWING IN DIRECT3D 203
- Chapter 7. DRAWING IN DIRECT3D PART II 265
- Chapter 8. LIGHTING 315
- Chapter 9. TEXTURING 359
- Chapter 10. BLENDING 397
- Chapter 11. STENCILING 419
- Chapter 12. THE GEOMETRY SHADER 445
- Chapter 13. THE COMPUTE SHADER 469
- Chapter 14. THE TESSELLATION STAGES 513
-
Part 3. Topics
- Chapter 15. BUILDING A FIRST PERSON CAMERA AND DYNAMIC INDEXING 537
- Chapter 16. INSTANCING AND FRUSTUM CULLING 557
- Chapter 17. PICKING 583
- Chapter 18. CUBE MAPPING 597
- Chapter 19. NORMAL MAPPING 627
- Chapter 20. SHADOW MAPPING 643
- Chapter 21. AMBIENT OCCLUSION 675
- Chapter 22. QUATERNIONS 697
- Chapter 23. CHARACTER ANIMATION 727
- Appendix A. INTRODUCTION TO WINDOWS PROGRAMMING 753
- Appendix B. HIGH LEVEL SHADER LANGUAGE REFERENCE 773
- Appendix C. SOME ANALYTIC GEOMETRY 789
- Appendix D. SOLUTIONS TO SELECTED EXERCISES 801
- Appendix E. BIBLIOGRAPHY AND FURTHER READING 803
- INDEX 809
Kapitel in diesem Buch
- Frontmatter i
- CONTENTS vii
- ACKNOWLEDGMENTS xxiii
- INTRODUCTION xxv
-
Part 1. MATHEMATICAL PREREQUISITES
- Chapter 1. VECTOR ALGEBRA 1
- Chapter 2. MATRIX ALGEBRA 37
- Chapter 3. TRANSFORMATIONS 59
-
Part 2. DIRECT3D FOUNDATIONS
- Chapter 4. DIRECT3D INITIALIZATION 87
- Chapter 5. THE RENDERING PIPELINE 159
- Chapter 6. DRAWING IN DIRECT3D 203
- Chapter 7. DRAWING IN DIRECT3D PART II 265
- Chapter 8. LIGHTING 315
- Chapter 9. TEXTURING 359
- Chapter 10. BLENDING 397
- Chapter 11. STENCILING 419
- Chapter 12. THE GEOMETRY SHADER 445
- Chapter 13. THE COMPUTE SHADER 469
- Chapter 14. THE TESSELLATION STAGES 513
-
Part 3. Topics
- Chapter 15. BUILDING A FIRST PERSON CAMERA AND DYNAMIC INDEXING 537
- Chapter 16. INSTANCING AND FRUSTUM CULLING 557
- Chapter 17. PICKING 583
- Chapter 18. CUBE MAPPING 597
- Chapter 19. NORMAL MAPPING 627
- Chapter 20. SHADOW MAPPING 643
- Chapter 21. AMBIENT OCCLUSION 675
- Chapter 22. QUATERNIONS 697
- Chapter 23. CHARACTER ANIMATION 727
- Appendix A. INTRODUCTION TO WINDOWS PROGRAMMING 753
- Appendix B. HIGH LEVEL SHADER LANGUAGE REFERENCE 773
- Appendix C. SOME ANALYTIC GEOMETRY 789
- Appendix D. SOLUTIONS TO SELECTED EXERCISES 801
- Appendix E. BIBLIOGRAPHY AND FURTHER READING 803
- INDEX 809