Gotowa bibliografia na temat „Directx”
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Artykuły w czasopismach na temat "Directx"
Patil, Apoorva A., Abhishek S. Hegde i Akshay E. Kulkarni. "2D Pong Game using DirectX". Bonfring International Journal of Software Engineering and Soft Computing 6, Special Issue (31.10.2016): 190–92. http://dx.doi.org/10.9756/bijsesc.8274.
Pełny tekst źródłaFilatovas, Ernestas, Grigorijus Melničenko i Vytautas Jakštys. "OpenGL ir DirectX technologijų spartos palyginimas programuojant trimačius vaizdus". Informacijos mokslai 65 (1.01.2013): 56–65. http://dx.doi.org/10.15388/im.2013.0.2055.
Pełny tekst źródłaDenig, Achim, Feng-Kun Guo, Christoph Hanhart i Alexey V. Nefediev. "DirectX(3872)production ine+e−collisions". Physics Letters B 736 (wrzesień 2014): 221–25. http://dx.doi.org/10.1016/j.physletb.2014.07.027.
Pełny tekst źródłaWaleed A. Al-Niamey, Aseel. "Dealing with DirectPlay Environments under DirectX". IRAQI JOURNAL OF STATISTICAL SCIENCES 6, nr 9 (28.06.2006): 75–90. http://dx.doi.org/10.33899/iqjoss.2006.32775.
Pełny tekst źródłaBossard, Antoine. "High-Performance Graphics with DirectX in Racket". Information Engineering Express 5, nr 2 (2019): 83–98. http://dx.doi.org/10.52731/iee.v5.i2.368.
Pełny tekst źródłaRabello, Bruno, Edson Mattos, Bruno Evangelista i Esteban Clua. "Introdução ao XNA". Revista de Informática Teórica e Aplicada 15, nr 1 (24.09.2008): 39–82. http://dx.doi.org/10.22456/2175-2745.6012.
Pełny tekst źródłaGruen, Holger, Carsten Benthin i Sven Woop. "Sub-triangle opacity masks for faster ray tracing of transparent objects". Proceedings of the ACM on Computer Graphics and Interactive Techniques 3, nr 2 (26.08.2020): 1–12. http://dx.doi.org/10.1145/3406180.
Pełny tekst źródłaBlenkhorn, P., D. G. Evans i A. Baude. "Full-screen magnification for windows using DirectX overlays". IEEE Transactions on Neural Systems and Rehabilitation Engineering 10, nr 4 (grudzień 2002): 225–31. http://dx.doi.org/10.1109/tnsre.2002.806835.
Pełny tekst źródłaHearon, Jim. "Virtos Noise Wizard Noise Reduction DirectX Plug-Ins". Computer Music Journal 27, nr 3 (wrzesień 2003): 110–11. http://dx.doi.org/10.1162/comj.2003.27.3.110.
Pełny tekst źródłaLong, Ji Chang, Wei Hua Ma i Chun Lin Shen. "An Acquisition and Display Method for Multi-View 3D Models". Advanced Materials Research 1078 (grudzień 2014): 341–44. http://dx.doi.org/10.4028/www.scientific.net/amr.1078.341.
Pełny tekst źródłaRozprawy doktorskie na temat "Directx"
Kobrtek, Jozef. "Zobrazení stínů ve scéně s využitím knihovny DirectX". Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2012. http://www.nusl.cz/ntk/nusl-236553.
Pełny tekst źródłaJohansson, Simon, i Robin Andersson. "Comparison Between Particle Rendering Techniques in DirectX 11". Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20689.
Pełny tekst źródłaPersson, Martin, i Daniel Lindsäth. "Implementation of a 2D Game Engine Using DirectX 8.1". Thesis, Karlstad University, Division for Information Technology, 2004. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-367.
Pełny tekst źródłaThis paper describes our game engine written in C++, using the DirectX libraries for graphics, sound and input. Since the engine is written using DirectX, an introduction to this system is given. The report gives a description of the structure of the game and the game kernel. Following this is a description of the graphics engine and its core components. The main focus of the engine is on the physics and how it is used in the game to simulate reality. Input is discussed briefly, with examples to show how it relates to the physics engine. Implementation of audio in the game engine is not described, but a general description of how sound is used in games is given. A theory for the basics of how artificial intelligence can be used in the engine is presented. The system for the architecture of the levels is described as is its connection to the graphics engine. The last section of the report is an evaluation and suggestions for what to do in the future. A user manual for the level editor is included as an appendix.
Blom, Simon. "A Comparison Between Rendering Techniques For Billboards In DirectX 11". Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-302261.
Pełny tekst źródłaDenna rapport jämför prestandan mellan fyra olika tekniker för konstruktion av geometri till bildskyltar där syftet är att bestämma vilken av dessa fyra som är den snabbaste. Samtliga av renderingsteknikerna är implementerade i C++ med DirectX 11 och jämförda med varandra. Resultaten indikerar att samtliga av renderingsteknikerna har olika konstanta tidskostnader och olika nivåer av skalbarhet. Slutsatsen är att den grupperade tekniken är den snabbaste när det renderas mindre än tio tusen bildskyltar medan den tessellerade tekniken är den snabbaste när det renderas mer än tio tusen bildskyltar.
Lindström, Kristoffer. "Performance of Marching Cubes using DirectX Compute Shaders Compared to using HistoPyramids". Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-4493.
Pełny tekst źródłakristoffer.swe@gmail.com
Säll, Martin, i Fredrik Cronqvist. "Real-time generation of kd-trees for ray tracing using DirectX 11". Thesis, Blekinge Tekniska Högskola, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-15321.
Pełny tekst źródłaJakštys, Vytautas. "Trimačių vaizdų programavimas". Master's thesis, Lithuanian Academic Libraries Network (LABT), 2013. http://vddb.laba.lt/obj/LT-eLABa-0001:E.02~2013~D_20130801_123349-60814.
Pełny tekst źródłaThree-dimensional rendering technologies DirectX and OpenGL were reviewed in this work. The comprehensive survey, review of advantages and disadvantages, and comparative analysis of these technologies was done. The most popular modern programmming languages with three-dimensional programming features were reviewed in this work. The software for testing the speed of the DirectX and OpenGL technologies was developed. A lot of experiments were done in order to determinante speed of these technologies. The experiments included vizualization of basic and complex shapes movements, and different depth of the shapes. The experimental investigations were performed in OS Windows and it was determined that the speed of DirectX technology is higher. This fact is the most important in three-dimensional rendering, especially in computer games development. DirectX technology is the fastest while programming in C#. Be to, ekperimetinių tyrimu metu buvo nustatyta, kad DirectX technologija geriau išnaudoja CPU išteklius. The application – three-dimensional biliard game was developed in this work also. DirectX technology was used and It was programmed in C#.
J'lali, Yousra. "DirectX 12: Performance Comparison Between Single- and Multithreaded Rendering when Culling Multiple Lights". Thesis, Blekinge Tekniska Högskola, Fakulteten för datavetenskaper, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-20201.
Pełny tekst źródłaOlofsson, Mikael. "Direct3D 11 vs 12 : A Performance Comparison Using Basic Geometry". Thesis, Blekinge Tekniska Högskola, Institutionen för kreativa teknologier, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-13598.
Pełny tekst źródłaBlidkvist, Jesper, i Joakim Westgren. "Re-texturing and compositing new material on pre-rendered media : Using DirectX and UV sampling". Thesis, Blekinge Tekniska Högskola, Institutionen för kreativa teknologier, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-12798.
Pełny tekst źródłaKsiążki na temat "Directx"
Thorn, Alan. DirectX 9 graphics: The definitive guide to Direct3D. Plano, TX: Wordware Pub., 2005.
Znajdź pełny tekst źródłaWendy, Jones, i ebrary Inc, red. Beginning DirectX 11 game programming. Boston, Mass: Course Technology, 2012.
Znajdź pełny tekst źródłaBeginning DirectX 10 game programming. Boston, MA: Thomson Course Technology, 2008.
Znajdź pełny tekst źródłaUltimate game programming with DirectX. Wyd. 2. Boston, Mass: Charles River Media/Course Technology, 2009.
Znajdź pełny tekst źródłaEllen, Hatton, red. .NET game programming with DirectX 9.0. Berkeley, Calif: Apress, 2003.
Znajdź pełny tekst źródłaPazera, Ernest. Isometric game programming with Directx 7.0. Roseville: Prima Tech, 2001.
Znajdź pełny tekst źródłaAdvanced 3D game programming with DirectX 10.0. Plano, Tex: Wordware Pub., 2008.
Znajdź pełny tekst źródłaAdrian, Perez, i Royer Dan, red. Advanced 3D game programming using DirectX 8.0. Plano, TX: Wordware Pub., 2002.
Znajdź pełny tekst źródłaWin32 game developer's guide with DirectX 3. Corte Madera, CA: Waite Group Press, 1997.
Znajdź pełny tekst źródłaCzęści książek na temat "Directx"
Tagliaferri, Matthew. "Using DirectX". W Learn VB.NET Through Game Programming, 279–318. Berkeley, CA: Apress, 2003. http://dx.doi.org/10.1007/978-1-4302-0808-2_8.
Pełny tekst źródłaWeller, David, Alexandre Santos Lobão i Ellen Hatton. "Managed DirectX First Steps: Direct3D Basics and DirectX vs. GDI+". W Beginning .NET Game Programming in C#, 139–205. Berkeley, CA: Apress, 2004. http://dx.doi.org/10.1007/978-1-4302-0721-4_3.
Pełny tekst źródłaWeller, David, Alexandre Santos Lobão i Ellen Hatton. "Managed DirectX First Steps: Direct3D Basics and DirectX vs. GDI+". W Beginning .NET Game Programming in VB .NET, 141–206. Berkeley, CA: Apress, 2004. http://dx.doi.org/10.1007/978-1-4302-0724-5_3.
Pełny tekst źródłaYang, Tianbiao. "Quaternion in DirectX". W Lecture Notes in Electrical Engineering, 1275–81. London: Springer London, 2012. http://dx.doi.org/10.1007/978-1-4471-2386-6_169.
Pełny tekst źródłaWyman, Chris, i Adam Marrs. "Introduction to DirectX Raytracing". W Ray Tracing Gems, 21–47. Berkeley, CA: Apress, 2019. http://dx.doi.org/10.1007/978-1-4842-4427-2_3.
Pełny tekst źródłaRottmann, Heinrich. "Fortgeschrittene Mulitmediatechniken mit DirectX nutzen". W Warum ausgerechnet .NET?, 275–96. Wiesbaden: Vieweg+Teubner Verlag, 2003. http://dx.doi.org/10.1007/978-3-322-87252-4_8.
Pełny tekst źródłaFraniak, Alexander, Yohann Pitrey, Christoph Czepa i Helmut Hlavacs. "Streaming DirectX-Based Games on Windows". W Lecture Notes in Computer Science, 485–89. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-34292-9_41.
Pełny tekst źródłaPettineo, Matt. "Using Bindless Resources with DirectX Raytracing". W Ray Tracing Gems II, 257–79. Berkeley, CA: Apress, 2021. http://dx.doi.org/10.1007/978-1-4842-7185-8_17.
Pełny tekst źródłaBossard, Antoine. "High-Performance Graphics in Racket with DirectX". W Algorithms and Architectures for Parallel Processing, 814–25. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-65482-9_66.
Pełny tekst źródłaYang, Banghua, Qian Wang, Zhijun Han, Hong Wang i Liangfei He. "Development of a BCI Simulated Application System Based on DirectX". W Advances in Intelligent Systems and Computing, 813–22. Berlin, Heidelberg: Springer Berlin Heidelberg, 2014. http://dx.doi.org/10.1007/978-3-642-54927-4_77.
Pełny tekst źródłaStreszczenia konferencji na temat "Directx"
Kim, Chris W. "DirectX 11". W ACM SIGGRAPH ASIA 2010 Courses. New York, New York, USA: ACM Press, 2010. http://dx.doi.org/10.1145/1900520.1900537.
Pełny tekst źródłaHillesland, Karl. "OpenGL and DirectX". W SIGGRAPH Asia 2013 Courses. New York, New York, USA: ACM Press, 2013. http://dx.doi.org/10.1145/2542266.2542276.
Pełny tekst źródłaTatarinov, Andrei. "Reyes using DirectX 11". W ACM SIGGRAPH 2010 Talks. New York, New York, USA: ACM Press, 2010. http://dx.doi.org/10.1145/1837026.1837071.
Pełny tekst źródłaWyman, Chris, Shawn Hargreaves, Peter Shirley i Colin Barré-Brisebois. "Introduction to DirectX raytracing". W SIGGRAPH '18: Special Interest Group on Computer Graphics and Interactive Techniques Conference. New York, NY, USA: ACM, 2018. http://dx.doi.org/10.1145/3214834.3231814.
Pełny tekst źródłaXiahou, Jianbing, i Yang Mu. "Loading and Rendering XFile in DirectX". W 2012 International Conference on Computer Science and Electronics Engineering (ICCSEE). IEEE, 2012. http://dx.doi.org/10.1109/iccsee.2012.257.
Pełny tekst źródłaUsovaitė, Ana. "Textures alpha mapping technolody realization with DirectX". W The 13th International Conference on Engineering and Computer Graphics BALTGRAF-13. Vilnius Gediminas Technical University, 2015. http://dx.doi.org/10.3846/baltgraf.2015.017.
Pełny tekst źródłaLi, Xufeng, Fenghua Shi i Yonghui An. "Visualization Modeling of Mine Roadway Based on DirectX". W Second International Conference on Information and Computing Science, ICIC 2009. IEEE, 2009. http://dx.doi.org/10.1109/icic.2009.14.
Pełny tekst źródłaMirza, Yahya H. "Building compilers for DirectX 9.0 compatible graphics processors". W Companion of the 18th annual ACM SIGPLAN conference. New York, New York, USA: ACM Press, 2003. http://dx.doi.org/10.1145/949344.949374.
Pełny tekst źródłaKomarov, Egor, Dmitry Zhdanov i Andrey Zhdanov. "Rendering the Real-Time Caustics with DirectX Raytracing". W 31th International Conference on Computer Graphics and Vision. Keldysh Institute of Applied Mathematics, 2021. http://dx.doi.org/10.20948/graphicon-2021-3027-36-47.
Pełny tekst źródłaYin, Jing, i XiaoFang Yang. "3D facial reconstruction of based on OpenCV and DirectX". W 2016 International Conference on Audio, Language and Image Processing (ICALIP). IEEE, 2016. http://dx.doi.org/10.1109/icalip.2016.7846562.
Pełny tekst źródłaRaporty organizacyjne na temat "Directx"
Aadithya, Karthik, Eric Keiter i Ting Mei. DAGSENS: Directed Acyclic Graph Based Direct and Adjoint Transient Sensitivity Analysis for Event-Driven Objective Functions. Office of Scientific and Technical Information (OSTI), sierpień 2017. http://dx.doi.org/10.2172/1761808.
Pełny tekst źródłaTekalur, Arjun, Jacob Kallivayalil, Jason Carroll, Mike Killian, Benjamin Schultheis, Anil Chaudhary, Zackery McClelland, Jeffrey Allen, Jameson Shannon i Robert Moser. Additive manufacturing of metallic materials with controlled microstructures : multiscale modeling of direct metal laser sintering and directed energy deposition. Engineer Research and Development Center (U.S.), lipiec 2019. http://dx.doi.org/10.21079/11681/33481.
Pełny tekst źródłaDeBurgomaster, Paul Christopher. Direct Metal Oxidation. Office of Scientific and Technical Information (OSTI), sierpień 2017. http://dx.doi.org/10.2172/1374284.
Pełny tekst źródłaAuthor, Not Given. Direct-fired biomass. Office of Scientific and Technical Information (OSTI), styczeń 2009. http://dx.doi.org/10.2172/1216658.
Pełny tekst źródłaBack, L. H., G. Fabris i M. A. Ryan. Direct Conversion Technology. Office of Scientific and Technical Information (OSTI), lipiec 1992. http://dx.doi.org/10.2172/5027290.
Pełny tekst źródłaMassier, P. F., L. H. Back, M. A. Ryan i G. Fabris. Direct conversion technology. Office of Scientific and Technical Information (OSTI), styczeń 1992. http://dx.doi.org/10.2172/5916746.
Pełny tekst źródłaMassier, P. F., C. P. Bankston, R. Williams, M. Underwood, B. Jeffries-Nakamura i G. Fabris. Direct conversion technology. Office of Scientific and Technical Information (OSTI), grudzień 1989. http://dx.doi.org/10.2172/6912586.
Pełny tekst źródłaHarman, Gary E., i Ilan Chet. Enhancing Crop Yield through Colonization of the Rhizosphere with Beneficial Microbes. United States Department of Agriculture, grudzień 2001. http://dx.doi.org/10.32747/2001.7580684.bard.
Pełny tekst źródłaAukrust, E. AISI Direct Steelmaking Program. Office of Scientific and Technical Information (OSTI), styczeń 1993. http://dx.doi.org/10.2172/6740502.
Pełny tekst źródłaStromswold, David C., Anthony J. Peurrung, Randy R. Hansen i Paul L. Reeder. Direct Fast-Neutron Detection. Office of Scientific and Technical Information (OSTI), grudzień 1999. http://dx.doi.org/10.2172/15001486.
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