SØG - mellem flere end 8 millioner bøger:
Viser: Metal Programming Guide - Tutorial and Reference via Swift
Metal Programming Guide Vital Source e-bog
Janie Clayton
(2017)
Metal Programming Guide Vital Source e-bog
Janie Clayton
(2017)
Metal Programming Guide Vital Source e-bog
Janie Clayton
(2017)
Metal Programming Guide
Tutorial and Reference via Swift
Janie Clayton
(2017)
Sprog: Engelsk
om ca. 10 hverdage
Detaljer om varen
- 1. Udgave
- Vital Source 90 day rentals (dynamic pages)
- Udgiver: Pearson International (December 2017)
- ISBN: 9780134668956R90
Bookshelf online: 90 dage fra købsdato.
Bookshelf appen: 90 dage fra købsdato.
Udgiveren oplyser at følgende begrænsninger er gældende for dette produkt:
Print: 2 sider kan printes ad gangen
Copy: højest 2 sider i alt kan kopieres (copy/paste)
Detaljer om varen
- 1. Udgave
- Vital Source 180 day rentals (dynamic pages)
- Udgiver: Pearson International (December 2017)
- ISBN: 9780134668956R180
Bookshelf online: 180 dage fra købsdato.
Bookshelf appen: 180 dage fra købsdato.
Udgiveren oplyser at følgende begrænsninger er gældende for dette produkt:
Print: 2 sider kan printes ad gangen
Copy: højest 2 sider i alt kan kopieres (copy/paste)
Detaljer om varen
- 1. Udgave
- Vital Source 365 day rentals (dynamic pages)
- Udgiver: Pearson International (December 2017)
- ISBN: 9780134668956R365
Bookshelf online: 5 år fra købsdato.
Bookshelf appen: 5 år fra købsdato.
Udgiveren oplyser at følgende begrænsninger er gældende for dette produkt:
Print: 2 sider kan printes ad gangen
Copy: højest 2 sider i alt kan kopieres (copy/paste)
Detaljer om varen
- Paperback: 352 sider
- Udgiver: Addison Wesley Professional (December 2017)
- ISBN: 9780134668949
Part I: Metal Basics 1
Chapter 1: What Is Metal? 3 History of Graphics APIs 4 Metal: The New Way to Do Graphics on Apple Platforms 6 Metal in Context: How Metal Complements and Supports Other Platform Frameworks 10 Summary 10
Chapter 2: Overview of Rendering and Raster Graphics 13 Representing the GPU 14 Preparing Data for the GPU 16 Summary 24
Chapter 3: Your First Metal Application (Hello, Triangle!) 25 Creating a Metal Application in Xcode (without Using a Template) 25 Creating a MTLDevice 28 Creating a CAMetalLayer 28 Creating a Vertex Buffer 29 A First Look at Shaders 31 Libraries, Functions, and Pipeline States 34 Introducing Render Passes 35 Introducing MetalKit Features and MTKView 39 Summary 40
Part II: Rendering and Graphics 41
Chapter 4: Essential Mathematics for Graphics 43 Language of Mathematics 43 Coordinate Spaces and Moving among Them 44 Points, Vectors, and Vector Operations 46 Normalization and Unit Vectors 49 Pythagorean Theorem 50 Sine, Cosine, and Tangent 52 Matrices and Matrix Operations 53 Transformations: Scale, Translation, Rotation, Projection 55 Summary 60
Chapter 5: Introduction to Shaders 61 Metal Shading Language Overview 61 Setting Up Shaders 63 Your First Shader: Pass Through 63 Writing Your First Shader 68 Uniform Buffer 74 Summary 82
Chapter 6: Metal Resources and Memory Management 83 Introduction to Resources in Metal 83 The Argument Table: Mapping between Shader Parameters and Resources 84 Buffers 85 Resource Options: Storage Mode, Cache Mode, Purgeability 86 Preparing Data for the Vertex Shader and Vertex Descriptors 87 Copying to and from Buffers 88 Introduction to Textures 89 Copying to and from Textures 93 Compressed Texture Support 94 The Blit Command Encoder 94 Generating Mipmaps 96 Summary 97
Chapter 7: Libraries, Functions, and Pipeline States 99 What Are Libraries and Functions? 99 The Metal Two-Phase Compilation Architecture 100 Creating Libraries at Compile Time and Runtime 101 Command Encoders 103 Render Pipeline Descriptors and State 104 Pipeline Reflection 105 Summary 105
Chapter 8: 2D Drawing 107 Metal Graphics Rendering Pipeline 107 Sample Project: Build a Star 108 Metal Primitive Types 113 Responding to MTKViewDelegate Methods 115 Retrieving a Drawable 115 Creating a Command Buffer 116 Creating a Command Encoder 117 Fixed-Function State on the Command Encoder 119 Passing Data to Shaders 121 Issuing Draw Calls 124 Scheduling and Enqueuing Command Buffers 124 Summary 126
Chapter 9: Introduction to 3D Drawing 127 Model-View-Projection Transformations 127 Clip Space and the View Frustum 131 Shading Models 136 Basic Lighting 138 Animation 140 Summary 141
Chapter 10: Advanced 3D Drawing 143 Constructing a Hierarchical World with Scene Graphs 143 Instanced Rendering 145 Summary 155
Chapter 11: Interfacing with Model I/O 157 What Are Model Files? 158 Importing a Model 161 Meshes and Submeshes 163 Render State Pipeline 164 Asset Initialization 165 Render State Setup and Drawing 166 Exporting Files 167 Summary 168
Chapter 12: Texturing and Sampling 169 Texture Mapping 169 Mipmapping 171 Sampling 172 Precompiled Sampler States 175 Passing Textures and Samplers to Graphics Functions 177 Summary 182
Chapter 13: Multipass Rendering Techniques 183 When (and Why) to Use Multipass Rendering 183 Metal Render Pass Descriptors 184 Creating and Managing Render Targets 185 Revisiting Load-Store Actions 188 Summary 190
Chapter 14: Geometry Unleashed: Tessellation in Metal 191 Removing Bottlenecks by Using Tessellation 191 Catmull-Clark Subdivision 192 Per-Patch Tessellation Factors 195 Metal Tessellation Fixed-Function Pipeline 197 Setting Up a Tessellation Kernel 201 Post-Tessellation Vertex Function 202 Draw Patches 204 Summary 208
Part III: Data Parallel Programming 209
Chapter 15: The Metal Compute Pipeline 211 Introduction to GPU Programming 212 Concurrency versus Parallelism 213 Using GPUs for General Computation 216 Kernel Functions 217 The Metal Compute Command Encoder 218 Issuing Grids of Work 220 Finding Your Way in the Grid inside the Kernel Function 223 Reading and Writing Resources in Kernel Functions 223 Summary 224
Chapter 16: Image Processing in Metal 225 Introduction to Image Processing 225 Creating a Metal Texture 227 Desaturation Kernels 230 Convolution and Dispatching a 2D Grid 232 Blur Effects 235 Selecting an Optimal Threadgroup Size 238 Summary 239
Chapter 17: Machine Vision 241 How a Computer Sees the World 241 Noise and Smoothing 242 Sobel Edge Detection 244 Thresholding 245 Histograms 246 Facial Recognition 246 Summary 253
Chapter 18: Metal Performance Shaders Framework 255 Overview of Metal Performance Shaders Framework 255 Image Processing with the MPS Framework 257 Matrix Operations with MPS 267
Metal Programming Guide
Polyteknisk Boghandel
har gennem mere end 50 år været studieboghandlen på DTU og en af Danmarks førende specialister i faglitteratur.
Vi lagerfører et bredt udvalg af bøger, ikke bare inden for videnskab og teknik, men også f.eks. ledelse, IT og meget andet.
Trykt eller digital bog?
Ud over trykte bøger tilbyder vi tre forskellige typer af digitale bøger:
Vital Source Bookshelf: En velfungerende ebogsplatform, hvor bogen downloades til din computer og/eller mobile enhed.
Du skal bruge den gratis Bookshelf software til at læse læse bøgerne - der er indbygget gode værktøjer til f.eks. søgning, overstregning, notetagning mv. I langt de fleste tilfælde vil du samtidig have en sideløbende 1825 dages online adgang. Læs mere om Vital Source bøger
Levering: I forbindelse med købet opretter du et login. Når du har installeret Bookshelf softwaren, logger du blot ind og din bog downloades automatisk.
Adobe ebog: Dette er Adobe DRM ebøger som downloades til din lokale computer eller mobil enhed.
For at læse bøgerne kræves særlig software, som understøtter denne type. Softwaren er gratis, men du bør sikre at du har rettigheder til installere software på den maskine du påtænker at anvende den på. Læs mere om Adobe DRM bøger
Levering: Et download link sendes pr email umiddelbart efter købet.
Ibog: Dette er en online bog som kan læses på udgiverens website.
Der kræves ikke særlig software, bogen læses i en almindelig browser.
Levering: Vores medarbejder sender dig en adgangsnøgle pr email.
Vi gør opmærksom på at der ikke er retur/fortrydelsesret på digitale varer.