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Graphics Programming with Metal 2

Real-time Rendering for iOS Development

(Autor)

Buch | Softcover
230 Seiten
2020 | 1st ed.
Apress (Verlag)
978-1-4842-5289-5 (ISBN)
CHF 41,90 inkl. MwSt
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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.

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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