Graphics Programming with Metal 2
Real-time Rendering for iOS Development
Seiten
2020
|
1st ed.
Apress (Verlag)
978-1-4842-5289-5 (ISBN)
Apress (Verlag)
978-1-4842-5289-5 (ISBN)
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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 Learn
Understand core concepts of how images are generated in a computer simulating real-life conditions
Expand that knowledge with more advanced techniques and the possibilities they offer
Implement all those concepts in Metal in a cohesive project, building each piece as a solution to a problem
Who This Book Is For
Intermediate 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.
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 Learn
Understand core concepts of how images are generated in a computer simulating real-life conditions
Expand that knowledge with more advanced techniques and the possibilities they offer
Implement all those concepts in Metal in a cohesive project, building each piece as a solution to a problem
Who This Book Is For
Intermediate 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.
Alberto Denia has experience in graphics programming and Apple platforms as a freelance developer and while working at King. He loves both Apple and graphics programming and wrote this book to provide the introduction to graphics programming he'd have liked to read years ago, while using and learning an exciting framework like Metal, and also exploring some of the cool stuff that can be done with advanced techniques.
Graphics Programming with Metal 2
Chapter 1: The Rendering Pipeline
Chapter 2: Drawing in 3D
Chapter 3: Lighting
Chapter 4: Textures
Chapter 5: Animation
Chapter 6: Drawing in 2D
Chapter 7: Environment and Post-Processing Effects
Chapter 8: Advanced Rendering Techniques
Chapter 9: General Purpose Computation
Erscheint lt. Verlag | 12.11.2020 |
---|---|
Zusatzinfo | XX, 230 p. |
Verlagsort | Berkley |
Sprache | englisch |
Maße | 155 x 235 mm |
Themenwelt | Informatik ► Betriebssysteme / Server ► Macintosh / Mac OS X |
Informatik ► Programmiersprachen / -werkzeuge ► Mac / Cocoa Programmierung | |
Schlagworte | Apple • game engine development • GPU • graphics programming • iOS game • Metal • Real-Time Rendering |
ISBN-10 | 1-4842-5289-6 / 1484252896 |
ISBN-13 | 978-1-4842-5289-5 / 9781484252895 |
Zustand | Neuware |
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