Graphics Programming Black Book

Für den, der viel Zeit hat: Graphics Programming Black Book 2001 Michael Abrash jetzt auch online:

Chapter 1: The Best Optimizer is between Your Ears (4.3 MB)
Chapter 2: A World Apart (2.7 MB)
Chapter 3: Assume Nothing (2.6 MB)
Chapter 4: In the Lair of the Cycle-Eaters (3 MB)
Chapter 5: Crossing the Border (1.5 MB)
Chapter 6: Looking Past Face Value (3.5 MB)
Chapter 7: Local Optimization (2.1 MB)
Chapter 8: Speeding Up C with Assembly Language (3.7 MB)
Chapter 9: Hints My Readers Gave Me (2.7 MB)
Chapter 10: Patient Coding, Faster Code (3.8 MB)
Chapter 11: Pushing the 286 and 386 (3.5 MB)
Chapter 12: Pushing the 486 (2.2 MB)
Chapter 13: Aiming the 486 (2.4 MB)
Chapter 14: Boyer-Moore String Searching (2.2 MB)
Chapter 15: Linked Lists and Unintended Challenges (2.1 MB)
Chapter 16: There Ain’t No Such Thing as the Fastest Code (4.7 MB)
Chapter 17: The Game of Life (2.2 MB)
Chapter 18: It’s a Wonderful Life (4.2 MB)
Chapter 19: Pentium: Not the Same Old Song (1.4 MB)
Chapter 20: Pentium Rules (5.8 MB)
Chapter 21: Unleashing the Pentium’s V-pipe (0.8 MB)
Chapter 22: Zenning and the Flexible Mind (0.5 MB)
Chapter 23: Bones and Sinew (5.2 MB)
Chapter 24: Parallel Processing with the VGA (2.9 MB)
Chapter 25: VGA Data Machinery (2.7 MB)
Chapter 26: VGA Write Mode 3 (2.4 MB)
Chapter 27: Yet Another VGA Write Mode (3.5 MB)
Chapter 28: Reading VGA Memory (0.8 MB)
Chapter 29: Saving Screens and Other VGA Mysteries (1 MB)
Chapter 30: Video Est Omnis Divisa (1.1 MB)
Chapter 31: Higher 256-Color Resolution on the VGA (1.5 MB)
Chapter 32: Be It Resolved: 360×480 (0.8 MB)
Chapter 33: Yogi Bear and Eurythmics Confront VGA Colors (2.9 MB)
Chapter 34: Changing Colors without Writing Pixels (1 MB)
Chapter 35: Bresenham Is Fast, and Fast Is Good (1.2 MB)
Chapter 36: The Good, theBad, and the Run-Sliced (0.9 MB)
Chapter 37: Dead Cats and Lightning Lines (0.7 MB)
Chapter 38: The Polygon Primeval (3.9 MB)
Chapter 39: Fast Convex Polygons (4.2 MB)
Chapter 40: Of Songs, Taxes, and the Simplicity of Complex Polygons (1 MB)
Chapter 41: Those Way-Down Polygon Nomenclature Blues (0.8 MB)
Chapter 42: Wu’ed in Haste; Fried, Stewed at Leisure (1.5 MB)
Chapter 43: Bit-Plane Animation (5.6 MB)
Chapter 44: Split Screens Save the Page-Flipped Day (1.2 MB)
Chapter 45: Dog Hair and Dirty Rectangles (2.5 MB)
Chapter 46: Who Was that Masked Image? (0.9 MB)
Chapter 47: Mode X: 256-Color VGA Magic (1.5 MB)
Chapter 48: Mode X Marks the Latch (1.9 MB)
Chapter 49: Mode X 256-Color Animation (2.7 MB)
Chapter 50: Adding a Dimension (1.3 MB)
Chapter 51: Sneakers in Space (1.6 MB)
Chapter 52: Fast 3-D Animation: Meet X-Sharp (0.9 MB)
Chapter 53: Raw Speed and More (0.9 MB)
Chapter 54: 3-D Shading (1.1 MB)
Chapter 55: Color Modeling in 256-Color Mode (2.3 MB)
Chapter 56: Pooh and the Space Station (1.8 MB)
Chapter 57: 10,000 Freshly Sheared Sheep on the Screen (2.2 MB)
Chapter 58: Heinlein’s Crystal Ball, Spock’s Brain, and the 9-Cycle Dare (2.2 MB)
Chapter 59: The Idea of BSP Trees (1.6 MB)
Chapter 60: Compiling BSP Trees (0.8 MB)
Chapter 61: Frames of Reference (0.9 MB)
Chapter 62: One Story, Two Rules, and a BSP Renderer (0.8 MB)
Chapter 63: Floating-Point for Real-Time 3-D (0.6 MB)
Chapter 64: Quake’s Visible-Surface Determination (2 MB)
Chapter 65: 3-D Clipping and Other Thoughts (1.6 MB)
Chapter 66: Quake’s Hidden-Surface Removal (0.7 MB)
Chapter 67: Sorted Spans in Action (0.8 MB)
Chapter 68: Quake’s Lighting Model (1.8 MB)
Chapter 69: Surface Caching and Quake’s Triangle Models (0.9 MB)
Chapter 70: Quake: A Post-Mortem and a Glimpse into the Future (1.9 MB)
Afterword (0.1 MB)
Index (2.2 MB)
Source code (1.7 MB)

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