Michael Abrash S Graphics Programming Black Book
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Michael Abrash s Graphics Programming Black Book
Author | : Michael Abrash |
Publsiher | : Coriolis Group Books |
Total Pages | : 0 |
Release | : 1997 |
Genre | : Computer graphics |
ISBN | : 1576101746 |
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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.
Zen of Assembly Language Knowledge
Author | : Michael Abrash |
Publsiher | : Scott Foresman Trade |
Total Pages | : 640 |
Release | : 1990-01-01 |
Genre | : Computers |
ISBN | : 0673386023 |
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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.
Power Graphics Programming
Author | : Michael Abrash |
Publsiher | : Prentice Hall |
Total Pages | : 326 |
Release | : 1989 |
Genre | : Computers |
ISBN | : 0880225009 |
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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.
Real Time Rendering
Author | : Tomas Akenine-Möller,Eric Haines,Naty Hoffman |
Publsiher | : CRC Press |
Total Pages | : 1046 |
Release | : 2019-01-18 |
Genre | : Computers |
ISBN | : 9781315362007 |
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Thoroughly revised, this third 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. The authors have made the figures used in the book available for download for fair use.:Download Figures. Reviews Rendering has been a required reference for professional graphics practitioners for nearly a decade. This latest edition is as relevant as ever, covering topics from essential mathematical foundations to advanced techniques used by today’s cutting edge games. -- Gabe Newell, President, Valve, May 2008 Rendering ... has been completely revised and revamped for its updated third edition, which focuses on modern techniques used to generate three-dimensional images in a fraction of the time old processes took. From practical rendering for games to math and details for better interactive applications, it's not to be missed. -- The Bookwatch, November 2008 You'll get brilliantly lucid explanations of concepts like vertex morphing and variance shadow mapping—as well as a new respect for the incredible craftsmanship that goes into today's PC games. -- Logan Decker, PC Gamer Magazine , February 2009
Three Lectures on Complexity and Black Holes
Author | : Leonard Susskind |
Publsiher | : Springer Nature |
Total Pages | : 93 |
Release | : 2020-05-11 |
Genre | : Science |
ISBN | : 9783030451097 |
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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.
The DevOps Handbook
Author | : Gene Kim,Jez Humble,Patrick Debois,John Willis |
Publsiher | : IT Revolution |
Total Pages | : 515 |
Release | : 2016-10-06 |
Genre | : Business & Economics |
ISBN | : 9781942788072 |
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Increase profitability, elevate work culture, and exceed productivity goals through DevOps practices. More than ever, the effective management of technology is critical for business competitiveness. For decades, technology leaders have struggled to balance agility, reliability, and security. The consequences of failure have never been greater―whether it's the healthcare.gov debacle, cardholder data breaches, or missing the boat with Big Data in the cloud. And yet, high performers using DevOps principles, such as Google, Amazon, Facebook, Etsy, and Netflix, are routinely and reliably deploying code into production hundreds, or even thousands, of times per day. Following in the footsteps of The Phoenix Project, The DevOps Handbook shows leaders how to replicate these incredible outcomes, by showing how to integrate Product Management, Development, QA, IT Operations, and Information Security to elevate your company and win in the marketplace.
Computer Graphics from Scratch
Author | : Gabriel Gambetta |
Publsiher | : No Starch Press |
Total Pages | : 250 |
Release | : 2021-05-18 |
Genre | : Computers |
ISBN | : 9781718500778 |
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Computer Graphics from Scratch demystifies the algorithms used in modern graphics software and guides beginners through building photorealistic 3D renders. Computer graphics programming books are often math-heavy and intimidating for newcomers. Not this one. Computer Graphics from Scratch takes a simpler approach by keeping the math to a minimum and focusing on only one aspect of computer graphics, 3D rendering. You’ll build two complete, fully functional renderers: a raytracer, which simulates rays of light as they bounce off objects, and a rasterizer, which converts 3D models into 2D pixels. As you progress you’ll learn how to create realistic reflections and shadows, and how to render a scene from any point of view. Pseudocode examples throughout make it easy to write your renderers in any language, and links to live JavaScript demos of each algorithm invite you to explore further on your own. Learn how to: Use perspective projection to draw 3D objects on a 2D plane Simulate the way rays of light interact with surfaces Add mirror-like reflections and cast shadows to objects Render a scene from any camera position using clipping planes Use flat, Gouraud, and Phong shading to mimic real surface lighting Paint texture details onto basic shapes to create realistic-looking objects Whether you’re an aspiring graphics engineer or a novice programmer curious about how graphics algorithms work, Gabriel Gambetta’s simple, clear explanations will quickly put computer graphics concepts and rendering techniques within your reach. All you need is basic coding knowledge and high school math. Computer Graphics from Scratch will cover the rest.
Assembly Language
Author | : Jeff Duntemann |
Publsiher | : Wiley |
Total Pages | : 0 |
Release | : 1992-10-06 |
Genre | : Computers |
ISBN | : 0471578142 |
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Begins with the most fundamental, plain-English concepts and everyday analogies progressing to very sophisticated assembly principles and practices. Examples are based on the 8086/8088 chips but all code is usable with the entire Intel 80X86 family of microprocessors. Covers both TASM and MASM. Gives readers the foundation necessary to create their own executable assembly language programs.