Metal by Tutorials (3rd Edition) Год издания: 2022 Автор: Caroline Begbie, Marius Horga Издательство: Razeware LLC ISBN: 978-1950325641 Язык: Английский Формат: PDF/EPUB Качество: Издательский макет или текст (eBook) Количество страниц: 788 Описание: This book will introduce you to graphics programming in Metal — Apple’s framework for programming on the GPU. Build a complete game engine in Metal!-Metal is a unified application programming interface (API) for the graphics processing unit, or GPU. It’s unified because it applies to both 3D graphics and data-parallel computation paradigms. Metal is a low-level API because it provides programmers near-direct access to the GPU. Finally, Metal is a low-overhead API because it reduces the central processing unit (CPU) cost by multi-threading and pre-compiling of resources. But beyond the technical definition, Metal is the most appropriate way to use the GPU’s parallel processing power to visualize data or solve numerical challenges. It’s also tailored to be used for machine learning, image/video processing or, as this book describes, graphics rendering. This book will introduce you to low-level graphics programming in Metal — Apple’s framework for programming on the graphics processing unit (GPU). As you progress through this book, you’ll learn many of the fundamentals that go into making a game engine and gradually put together your own engine. Once your game engine is complete, you’ll be able to put together 3D scenes and program your own simple 3D games. Because you’ll have built your 3D game engine from scratch, you’ll be able to customize every aspect of what you see on your screen. This book is for intermediate Swift developers interested in learning 3D graphics or gaining a deeper understanding of how game engines work.
Оглавление
Metal by Tutorials Book License Before You Begin What You Need Book Source Code & Forums Dedications About the Team Acknowledgments Introduction Section I: Beginning Metal Chapter 1: Hello, Metal! Chapter 2: 3D Models Chapter 3: The Rendering Pipeline Chapter 4: The Vertex Function Chapter 5: 3D Transformations Chapter 6: Coordinate Spaces Chapter 7: The Fragment Function Chapter 8: Textures Chapter 9: Navigating a 3D Scene Chapter 10: Lighting Fundamentals Section II: Intermediate Metal Chapter 11: Maps & Materials Chapter 12: Render Passes Chapter 13: Shadows Chapter 14: Deferred Rendering Chapter 15: Tile-Based Deferred Rendering Chapter 16: GPU Compute Programming Chapter 17: Particle Systems Chapter 18: Particle Behavior Section III: Advanced Metal Chapter 19: Tessellation & Terrains Chapter 20: Fragment Post-Processing Chapter 21: Imaged-Based Lighting Chapter 22: Reflection & Refraction Chapter 23: Animation Chapter 24: Character Animation Chapter 25: Managing Resources Chapter 26: GPU-Driven Rendering Section IV: Ray Tracing Chapter 27: Rendering With Rays Chapter 28: Advanced Shadows Chapter 29: Advanced Lighting Chapter 30: Metal Performance Shaders Chapter 31: Performance Optimization Chapter 32: Best Practices Conclusion
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