5th Summer School Programme
6 pages
English

5th Summer School Programme

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Le téléchargement nécessite un accès à la bibliothèque YouScribe
Tout savoir sur nos offres
6 pages
English
Le téléchargement nécessite un accès à la bibliothèque YouScribe
Tout savoir sur nos offres

Description

  • cours magistral
  • cours - matière potentielle : june
  • exposé
  • exposé - matière potentielle : skills
ASNEMGE Summer School ASNEMGE/EAGE Postgraduate Training Course June 19–22, 2008 Venue: Prague, Czech Republic Course directors: Nadir Arber, Franco Bazzoli and Christoph Beglinger of Gastroenterology 20 08 5th Programme
  • implications for treatment
  • p. malfertheiner
  • pharmacological treatment alternatives for patients
  • treatment options of hcv nonresponders p. ferenci
  • c. khalid
  • treatment of acute pancreatitis f.
  • r. stockbrugger
  • f.

Sujets

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Publié par
Nombre de lectures 13
Langue English

Extrait

Lectures on DirectX 9.0 3D Graphs and Game Programming in C#
Delin Tan Mathematics and Computer Science Department University of Houston Victoria
Contents Chapter 1 Mathematics Background §1.1 Point Coordinates  1 §1.2 Vector 2 §1.3 Matrix 4 §1.4 ClassCustomVertex   7 §1.5 MathematicsFunctions  8 §1.6 Quaternion 9 Chapter 2 DirectX Start §2.1 InstallMicrosoft DirectX 9C SDK 10 §2.2 AddDirectX References  11 §2.3 DeviceCapability  12 §2.4 CreateDevice Interface Object  13 §2.5 BackBufferDrawing 14 §2.6 AnimationLoop 15 §2.7 TheFirst DirectX 3D Program 15 §2.8 ClassVertexBuffer 17 §2.9 DrawFrame Rate 19 Chapter 3 Some Simple Geometric Renderings §3.1 Virtual View Point 21 §3.2 ProjectivePlane 21 §3.3 WorldCoordinates 22 §3.4 RenderState and DrawPrimitive Methods  23 §3.5 RenderTriangle Rotating Around Axis  24 §3.6 RotatingTriangle with Two Side Colors 26 §3.7 RotatingTriangle with More Controls 26 §3.8 SmoothChange between Different Rotations 27 §3.9 TriangleRotation Around Other Line  29 §3.10 RenderCircular Ring by TriangleStrip 30 §3.11 RenderCircular Disk by TriangleFan 31 §3.12 RenderCircular Cone by TriangleFan 32 Chapter 4 Cube Rendering §4.1 Draw Cube  34 §4.2 ZBuffer 36
I
§4.3 IndexBuffer 37 §4.4 UserDefined System Memory 40 §4.5 UseMouse to Rotate Cube 42 §4.6 AntiAliasing 42 §4.7 Draw CylinderLateral Surface  43 Chapter 5 Surface VertexBuffer and IndexBuffer §5.1 SurfacePartition  45 §5.2 Casefor Rectangle  46 §5.3 CylinderSurface  47 §5.4 FootballSurface  48 §5.5 SphereSurface  49 §5.6 TorusSurface  50 §5.7 ThreeSpheres System  51 §5.8 LocalCoordinates  54Chapter 6 Texture Mapping §6.1 Texture Coordinates  58 §6.2 MapPicture to Cube  58 §6.3 SetDifferent Images for Cube Faces 61 §6.4 CylinderTexture  62 §6.5 TwoSides Image Card  63 §6.6 MapRectangular Picture to Trapezoid Interior  64 §6.7 MapRectangular Picture to Triangle Interior  66 §6.8 MapRectangular Picture to Circle Interior  67 §6.9 MapWorld Map to Inside of an Ellipse  68 §6.10 MapWorld Map to a Sphere Surface  70 §6.11 EImbeddingPicture Data into Resource 72 §6.12 DrawImage to BackBuffer 74Chapter 7 Material and Lighting §7.1 Materialand Lighting  77 §7.2 DirectionalLighting  78 §7.3 CylinderLighting Example 78 §7.4 CardLighting Example 81 §7.5 PointLighting  82
II
§7.6 HighDensity Cube with Texture  83 §7.7 Example:One Cube with Two Surrounding Point Lights 84 §7.8 SpotLighting  87 §7.9 Exampleof Spot Light and Point Light 89Chapter 8 Mesh and X File §8.1 Mesh Class 92 §8.2 Mesh Object Creation  92 §8.3 Mesh IndexBuffer Setup  93 §8.4 Saveand Load Mesh Data  94 §8.5 XTemplates  95 §8.6 Tiger.x 96 §8.7 MultipleMesh Bodies X file  98 §8.8 MultipleMaterial X file  99 §8.9 UseMesh Attributes Table to draw mesh Subsets 100 §8.10 Create Cube.x with Texture Coordinates  101 §8.11 CreateSphere.x with Texture Coordinates  103 §8.12 CreateTorus.x with Texture Coordinates  104 §8.13 ProgressiveMesh  105 §8.14 PartitionMesh  106 §8.15 PatchMesh  107 §8.16 DirectXSDK builtin Meshes  106 §8.17 GenerateXFile From 3DS MAX 111 Chapter 9 Texture Color Management §9.1 SetTexture Alpha Color 112 §9.2 TextureAlpha Blending 114 §9.3 Maskingand Fading Images 116 §9.4 TextureOperations  117 §9.5 CreateFur Image Files 119 §9.6 CreateFur Textures 121 §9.7 BodyShade and Dot Product  123 §9.8 StoreNormal Vector Data in a Picture 125 §9.9 TextureDot3 Product Operation  126 §9.10 Dot3Product Bumping 128
IV
§9.11 RenderImage to Texture  130 §9.12 CubeTexture 131Chapter 10 Sprite and Point System §10.1 Spirit Animation  136 §10.2 SpriteManager  138 §10.3 BackgroundTiling  139 §10.4 SingleFrame Animation  141 §10.5 2DPoints Color Effect  143 §10.6 PointSpirit 146 §10.7 FountainFireworks  148 §10.8 ExploringFireworks  151Chapter 11 Mesh Data Management §11.1 Read and Write Data ofMesh  156 §11.2 TeapotShadow Example  157 §11.3 WeightInterpolation  159 §11.4 3DText Animation  161 §11.5 DolphinAnimation by Interpolation  162 §11.6 VertexBlending  165 §11.7 Vertex Tweening for Dolphin Animation  167 §11.8 Intersectingwith Mesh  169 §11.9 ConvertMD2 Model to Meshes  171Chapter 12 Assembly Shader Language §12.1 GPUand Shader  177 §12.2 ASMPixel Variables and Some ASM Operations  177 §12.3 ASMPixel Shader Operations in Cube Rendering 179 §12.4 RotateRectangle by ASM Vertex Shader 161 §12.5 UseASM Shader to Calculate Specular Lighting 162 §12.6 UseASM Shader for Dolphin Animation 188 §12.7 UseASM Shader for Bumping Torus  190 §12.8 GetTangent and Binormal Vectors from Texture Coordinates  193 §12.9 MixPixel Shader and Vertex Shade 196Chapter 13 High Level Shader Language (HLSL) §13.1 HLSL Basic  198
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§13.2 HLSL Data Type and Formations  199 §13.3 HLSL Code and Compiling  201 §13.4 CubeTexture HLSL Example  203 §13.5 HLSLAnimation Example 207 §13.6 ReflectionSpecular Lighting Example  210 §13.7 SobelFilter Example  212 §13.8 WoodTexture Affect Example  214 §13.9 AddFur to Mesh Surface 217 §13.10 Metal Flakes Texture Affect HLSL Example  220Chapter 14 Shadow Volume and Shadow Mapping §14.1 Stencil Buffer Basics  226 §14.2 StencilBuffer Tests  226 §14.3 Shadowand Shadow Volume 228 §14.4 ShadowVolume Creation Class  229 §14.5 CreateShadow Volume and Draw Shadow 230 §14.6 MovingObject Shadow  232 §14.7 ShadowMapping Principle  234 §14.8 ShadowMapping Example  235Chapter 15 Terrain Creation §15.1 TerrainHeight Map 239 §15.2 MakeVertices and Normals 240 §15.3 TextureBlending  241 §15.4 MakeTerrain VertexBuffer and IndexBuffer  242 §15.5 Settingfor HLSL 243 §15.6 HLSLCode  244 §15.7 AddSky Box  245 §15.8 UseVolumeTexture to Mix Images  246Chapter 16 Bone and Skinning Mesh Animation §16.1 BoneAnimation Example  248 §16.2 SkinningMesh File Structure  251 §16.3 SkinningMesh Data Loading  254 §16.4 SkinningMesh Animation Rendering  257 §16.5 Multi Animation Skinning Mesh 259
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