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Michael Abrash's Graphics Programming Black Book
  • Language: en

Michael Abrash's Graphics Programming Black Book

No one has done more to conquer the performance limitations of the PC than Michael Abrash, a software engineer for Microsoft. His complete works are contained in this massive volume, including everything he has written about performance coding and real-time graphics. The CD-ROM contains the entire text in Adobe Acrobat 3.0 format, allowing fast searches for specific facts.

Power Graphics Programming
  • Language: en
  • Pages: 326

Power Graphics Programming

Part of Que's Programming Series, this unique text is a compilation of articles by programming authority Michael Abrash, originally published in Programmer's Journal. Packed with programming techniques to help users optimize their use of graphics.

Zen of Assembly Language: Knowledge
  • Language: en
  • Pages: 640

Zen of Assembly Language: Knowledge

The most comprehensive treatment of advanced assembler programming ever published, this book presents a way of programming that involves intuitive, right-brain thinking. Also probes hardware aspects that affect code performance and compares programming techniques.

Zen of Graphics Programming
  • Language: en
  • Pages: 712

Zen of Graphics Programming

  • Type: Book
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  • Published: 1997-08-01
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  • Publisher: Unknown

This book is complete with clear technical metaphors & humorous anecdotes to help you master the complex black art of writing graphics applications & animation software. Learn how to program the VGA & make it do things you never through possible. Discover the undocumented tricks used by programmers to create amazing 2-D & 3-D games. You'll be awestruck by the speed of the graphics code you can write for your PC. There are no complex algorithms or academic discussions. Provides proven, step-by-step methods for explaining high-speed graphics programming. Includes disk.

Game Engine Black Book: DOOM
  • Language: en
  • Pages: 432

Game Engine Black Book: DOOM

It was early 1993 and id Software was at the top of the PC gaming industry. Wolfenstein 3D had established the First Person Shooter genre and sales of its sequel Spear of Destiny were skyrocketing. The technology and tools id had taken years to develop were no match for their many competitors. It would have been easy for id to coast on their success, but instead they made the audacious decision to throw away everything they had built and start from scratch. Game Engine Black Book: Doom is the story of how they did it. This is a book about history and engineering. Don’t expect much prose (the author’s English has improved since the first book but is still broken). Instead you will find inside extensive descriptions and drawings to better understand all the challenges id Software had to overcome. From the hardware -- the Intel 486 CPU, the Motorola 68040 CPU, and the NeXT workstations -- to the game engine’s revolutionary design, open up to learn how DOOM changed the gaming industry and became a legend among video games.

Three Lectures on Complexity and Black Holes
  • Language: en
  • Pages: 93

Three Lectures on Complexity and Black Holes

These three lectures cover a certain aspect of complexity and black holes, namely the relation to the second law of thermodynamics. The first lecture describes the meaning of quantum complexity, the analogy between entropy and complexity, and the second law of complexity. Lecture two reviews the connection between the second law of complexity and the interior of black holes. Prof. L. Susskind discusses how firewalls are related to periods of non-increasing complexity which typically only occur after an exponentially long time. The final lecture is about the thermodynamics of complexity, and “uncomplexity” as a resource for doing computational work. The author explains the remarkable power of “one clean qubit,” in both computational terms and in space-time terms. This book is intended for graduate students and researchers who want to take the first steps towards the mysteries of black holes and their complexity.

XNA Game Studio 4.0 Programming
  • Language: en
  • Pages: 691

XNA Game Studio 4.0 Programming

Get Started Fast with XNA Game Studio 4.0–and Build Great Games for Both Windows® Phone 7 and Xbox 360® This is the industry’s best reference and tutorial for all aspects of XNA Game Studio 4.0 programming on all supported platforms, from Xbox 360 to Windows Phone 7 and Windows PCs. The only game development book authored by Microsoft XNA development team members, it offers deep insider insights you won’t get anywhere else–including thorough coverage of new Windows Phone APIs for mobile game development. You’ll quickly build simple games and get comfortable with Microsoft’s powerful XNA Game Studio 4.0 toolset. Next, you’ll drill down into every area of XNA, including graphic...

Computer Vision
  • Language: en
  • Pages: 226

Computer Vision

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Real-Time Rendering, Fourth Edition
  • Language: en
  • Pages: 1199

Real-Time Rendering, Fourth Edition

  • Type: Book
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  • Published: 2018-08-06
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  • Publisher: CRC Press

Thoroughly updated, this fourth edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used in games and other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style. New to this edition: new chapter on VR and AR as well as expanded coverage of Visual Appearance, Advanced Shading, Global Illumination, and Curves and Curved Surfaces.

It's Your Ship
  • Language: en
  • Pages: 155

It's Your Ship

  • Type: Book
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  • Published: 2007-10-15
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  • Publisher: Hachette UK

The legendary New York Times bestselling tale of top-down change for anyone trying to navigate today's uncertain business seas. When Captain Abrashoff took over as commander of USS Benfold, it was like a business that had all the latest technology but only some of the productivity. Knowing that responsibility for improving performance rested with him, he realized he had to improve his own leadership skills before he could improve his ship. Within months, he created a crew of confident and inspired problem-solvers eager to take the initiative and responsibility for their actions. The slogan on board became "It's your ship," and Benfold was soon recognized far and wide as a model of naval effi...