Graphics Programming with Metal : Real-time Rendering for Ios Development 〈2〉

Graphics Programming with Metal : Real-time Rendering for Ios Development 〈2〉

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  • 製本 Paperback:紙装版/ペーパーバック版
  • 言語 ENG
  • 商品コード 9781484252895
  • DDC分類 005

Full Description


Discover the fundamental concepts of graphics programming and how to implement them in Metal. This book shows you how to create and convert a single cohesive project into to a beautiful scene, using the latest techniques to make them fun and relevant.Set up your first Metal view and get a taste of shaders by showing some colored pixels in the screen. Then use fundamental 3D geometry and view transformation concepts while loading and showing some 3D models in a scene. Integrate light and approximate it with different shading models and effects. Then move on to more advanced techniques such as implementing UI elements in your project. Use Metal to create environment and image-space techniques that can massively improve the render quality of your projects. And go even further with geometry and real-time rendering.With so many graphics-intensive applications juicing up our devices, graphics programming is more relevant than ever. Metal is a modern, elegant and exciting low-level graphics API developed by Apple. Let Graphics Programming with Metal 2 show you how to speed up graphics in their platforms.What You'll LearnUnderstand core concepts of how images are generated in a computer simulating real-life conditionsExpand that knowledge with more advanced techniques and the possibilities they offerImplement all those concepts in Metal in a cohesive project, building each piece as a solution to a problemWho This Book Is ForIntermediate developers with some knowledge of Swift that are interested in graphics programming or are familiar with other graphics frameworks and want to dive into Metal.

Contents

Graphics Programming with Metal 2Chapter 1: The Rendering Pipeline Chapter 2: Drawing in 3D Chapter 3: Lighting Chapter 4: Textures Chapter 5: AnimationChapter 6: Drawing in 2DChapter 7: Environment and Post-Processing EffectsChapter 8: Advanced Rendering TechniquesChapter 9: General Purpose Computation

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