About: DirectX is a research topic. Over the lifetime, 279 publications have been published within this topic receiving 5333 citations. The topic is also known as: Direct e X tension & Microsoft DirectX.
TL;DR: DMDX is a Windows-based program designed primarily for language-processing experiments that uses the features of Pentium class CPUs and the library routines provided in DirectX to provide accurate timing and synchronization of visual and audio output.
Abstract: DMDX is a Windows-based program designed primarily for language-processing experiments. It uses the features of Pentium class CPUs and the library routines provided in DirectX to provide accurate timing and synchronization of visual and audio output. A brief overview of the design of the program is provided, together with the results of tests of the accuracy of timing. The Web site for downloading the software is given, but the source code is not available.
TL;DR: This collection of original tools for game programmers covers the major topics needed to develop a state-of-the-art game engine and provides all new coverage of audio issues.
Abstract: From the Publisher:
Blazing through the excitement generated by the first volume, Game Programming Gems II is here with an entirely new set of innovative ideas, techniques, and algorithms. Game developers of all levels will find insightful tips and tools from this unique collection. Written by game programming experts, each contribution provides a hands-on solution to a programming problem, or a creative method for reducing programming time and redundancy. Edited by Mark DeLoura, Editor-In-Chief of Game Developer magazine and a group of top-notch area editors, this collection covers the major topics needed to develop a state-of-the-art game engine and provides all new coverage of audio issues. From animation and artificial intelligence to Z-buffering, lighting calculations, weather effects, curved surfaces, audio tools, multi-player Internet gaming, music and sound effects, all of the major techniques needed to develop a competitive game engine are covered. All of the source code for each algorithm is included and can be used by advanced programmers immediately. For aspiring game programmers, the text for each algorithm explains the algorithm in detail, gives suggestions for beneficial modifications and optimizations, and includes references to related material. KEY FEATURES:
* An all new collection of original tools for game programmers
* New section on Audio tools and techniques
* CD-ROM is packed with portable source code in C & C++; most of the techniques will work in OpenGL and Linux, however, there are some techniques which will only work on Windows/Xbox/DirectX.
TL;DR: This updated bestseller shows how to use new Direct12 features such as command lists, pipeline state objects, descriptor heaps and tables, and explicit resource management to reduce CPU overhead and increase scalability across multiple CPU cores.
Abstract: This updated bestseller provides an introduction to programming interactive computer graphics, with an emphasis on game development using DirectX 12. The book is divided into three main parts: basic mathematical tools, fundamental tasks in Direct3D, and techniques and special effects. It shows how to use new Direct12 features such as command lists, pipeline state objects, descriptor heaps and tables, and explicit resource management to reduce CPU overhead and increase scalability across multiple CPU cores. The book covers modern special effects and techniques such as hardware tessellation, writing compute shaders, ambient occlusion, reflections, normal and displacement mapping, shadow rendering, and character animation. Includes a companion DVD with code and figures.FEATURES: Provides an introduction to programming interactive computer graphics, with an emphasis on game development using DirectX 12 Uses new Direct3D 12 features to reduce CPU overhead and take advantage of multiple CPU cores Contains detailed explanations of popular real-time game effects Includes a DVD with source code and all the images (including 4-color) from the book Learn advance rendering techniques such as ambient occlusion, real-time reflections, normal and displacement mapping, shadow rendering, programming the geometry shader, and character animation Covers a mathematics review and 3D rendering fundamentals such as lighting, texturing, blending and stenciling Use the end-of-chapter exercises to test understanding and provide experience with DirectX 12
TL;DR: The Xbox 360 contains an aggressive hardware architecture and implementation targeted at game console workloads that implements the product designers' goal of providing game developers a hardware platform to implement their next-generation game ambitions.
Abstract: This article covers the Xbox 360's high-level technical requirements, a short system overview, and details of the CPU and the GPU. The Xbox 360 contains an aggressive hardware architecture and implementation targeted at game console workloads. The core silicon implements the product designers' goal of providing game developers a hardware platform to implement their next-generation game ambitions. The core chips include the standard conceptual blocks of CPU, graphics processing unit (GPU), memory, and I/O. Each of these components and their interconnections are customized to provide a user-friendly game console product. The authors describe their architectural trade-offs and summarize the system's software programming support
TL;DR: Digital video expert and VRML creator Mark Pesce walks you through core DirectShow capabilities for capturing, editing, and rendering media-demonstrating basic to advanced techniques for producing studio-quality results.
Abstract: From desktop to television screen, deliver broadcast-ready digital video with DirectShow-the Microsoft DirectX streaming API integrated in the Windows operating system. Digital video expert and VRML creator Mark Pesce walks you through core DirectShow capabilities for capturing, editing, and rendering media-demonstrating basic to advanced techniques for producing studio-quality results. Whether you're looking to add simple playback to an application or create your own movies and features, you'll get the tools, guidance, and ready-to-use media clips you need to get started now. Learn how to: * Use the GraphEdit design tool to rapidly prototype applications * Write your own source, transform, and renderer filters * Capture audio and video from Webcams, digital video cameras, and TV tuners * Compress digital video streams onto disk * Place clips and tracks on a timeline with DirectShow Editing Services * Merge multiple video streams with the Video Mixing Renderer (VMR) * Synchronize audio and video * Create simple programs to play MP3, WAV, MIDI, AVI, and Microsoft Windows Media files * Use DirectX Media Objects (DMOs) for faster, lightweight development of effects, encoders, and decoders * Extend DirectShow with AVIs and Windows Media Format CD inside Includes reusable media and code samples CD features: * Microsoft DirectX 9.0 Software Development Kit (SDK) and documentation * Music, a movie short, and other video and audio samples * All the book's programs and code