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Practical Rendering and Computation with Direct3D 11(1st Edition) by Jason Zink, Jack Hoxley, Matt Pettineo Hardcover, 648 Pages, Published 2011 by A K Peters/Crc Press ISBN-13: 978-1-56881-720-0, ISBN: 1-56881-720-7 |
Practical Rendering and Computation with Direct3D 11 by Jack Hoxley, Matt Pettineo, Jason Zink 648 Pages, Published 2016 by Crc Press ISBN-13: 978-1-4398-6976-5, ISBN: 1-4398-6976-6 |
Practical Rendering and Computation with Direct3D 11 (Paperback) by Jason Zink, Jack Hoxley, Matt Pettineo Paperback, Published 2020 by A K Peters Ltd ISBN-13: 978-0-367-65925-7, ISBN: 0-367-65925-5 |
Practical Rendering and Computation with Direct3D ISBN-13: 978-1-5488-7982-2, ISBN: 1-5488-7982-7 |
Real-Time Rendering, Fourth Edition(4th Edition) by Eric Haines , Naty Hoffman , Duane C. Abbey Digital, 1,180 Pages, Published 2018 by Routledge ISBN-13: 978-1-351-81615-1, ISBN: 1-351-81615-2 |
OpenGL Insights Har/Chrt Edition(1st Edition) (2012) by Patrick Cozzi , Christophe Riccio Hardcover, 712 Pages, Published 2012 by A K Peters/Crc Press ISBN-13: 978-1-4398-9376-0, ISBN: 1-4398-9376-4 |
GPU Pro 360 Guide to Image Space by Wolfgang Engel 217 Pages, Published 2018 by Crc Press ISBN-13: 978-1-351-05220-7, ISBN: 1-351-05220-9 |
Game Programming in C++ Creating 3D Games by Sanjay Madhav 99,998 Pages, Published 2018 by Addison-Wesley Professional ISBN-13: 978-0-13-459731-7, ISBN: 0-13-459731-1 |
WebGL Insights by Patrick Cozzi 416 Pages, Published 2015 by Crc Press ISBN-13: 978-1-4987-1608-6, ISBN: 1-4987-1608-3 |
Handbook of Digital Image Synthesis Scientific Foundations of Rendering by Vincent Pegoraro 880 Pages, Published 2016 by Crc Press ISBN-13: 978-1-315-39521-0, ISBN: 1-315-39521-5 |
Mastering Graphics Programming with Vulkan Develop a modern rendering engine from first principles to state-of-the-art techniques by Marco Castorina , Gabriel Sassone 382 Pages, Published 2023 by Packt Publishing Ltd ISBN-13: 978-1-80323-020-7, ISBN: 1-80323-020-7 |
3D Engine Design for Virtual Globes by Patrick Cozzi , Kevin Ring 520 Pages, Published 2011 by Crc Press ISBN-13: 978-1-4398-6558-3, ISBN: 1-4398-6558-2 |
Real-Time 3D Rendering with DirectX and HLSL A Practical Guide to Graphics Programming by Paul Varcholik 592 Pages, Published 2014 by Addison-Wesley Professional ISBN-13: 978-0-13-357011-3, ISBN: 0-13-357011-8 |
Ray Tracing Gems High-Quality and Real-Time Rendering with DXR and Other APIs by Eric Haines , Tomas Akenine-Möller 607 Pages, Published 2019 by Apress ISBN-13: 978-1-4842-4427-2, ISBN: 1-4842-4427-3 |
GPGPU Programming for Games and Science by David H. Eberly Digital, 464 Pages, Published 2014 by Crc Press Inc ISBN-13: 978-1-4665-9536-1, ISBN: 1-4665-9536-1 |
OpenGL Programming on Mac OS X Architecture, Performance, and Integration (Adobe Reader) by Robert P. Kuehne , J. D. Sullivan Ebook, 384 Pages, Published 2007 by Pearson Education ISBN-13: 978-0-13-270180-8, ISBN: 0-13-270180-4 |
The Morgan Kaufmann Series in Computer Graphics Ser. Real-Time Shader Programming : Covering Directx 9. 0 by Ron Fosner 424 Pages, Published 2003 by Elsevier ISBN-13: 978-0-08-051590-8, ISBN: 0-08-051590-8 |
Real-Time Rendering by Tomas Akenine-Möller , Eric Haines , Naty Hoffman 1,045 Pages, Published 2019 by Crc Press ISBN-13: 978-1-315-36200-7, ISBN: 1-315-36200-7 |
실용 Direct3D 11 렌더링 계산 by Jason Zink 770 Pages, Published 2013 ISBN-13: 978-89-94405-13-1, ISBN: 89-94405-13-5 |
Programming the Cell Processor For Games, Graphics, and Computation by Matthew Scarpino Digital, 744 Pages, Published 2008 by Prentice Hall ISBN-13: 978-0-13-271286-6, ISBN: 0-13-271286-5 |