 
                    Michael Abrash's Graphics Programming Black Book
Special Edition
Michael Abrash - Collection Black Book
Résumé
- Includes everything code performance master Michael Abrash has ever written about optimization and realtime graphics.
- Explains Intel CPU operation to a very deep level, including caching, prefetch, branch prediction, and other "black art" performance issues.
- Treats both 2D and 3D graphics in great detail, with an emphasis on speed.
- Contains the industry's best and most detailed coverage of BSP (Binary Space Partitioning) trees, which makes realtime 3D animation possible.
- Features official endorsement of id Software (Quake) and a foreword written by id Software's Technical Director, John Carmack.
- Michael's classic work Zen of Assembly Language
- All projects described in the book including executable files
- The Zen Timer, Michael's legendary code profiling tool
Table of contents
Foreword
 Introduction
 PART I
 Chapter 1 The Best Optimizer Is between Your Ears
 Chapter 2 A World Apart
 Chapter 3 Assume Nothing
 Chapter 4 In the Lair of the Cycle-Eaters
 Chapter 5 Crossing the Border
 Chapter 6 Looking Past Face Value
 Chapter 7 Local Optimization
 Chapter 8 Speeding Up C with Assembly Language
 Chapter 9 Hints My Readers Gave Me
 Chapter 10 Patient Coding, Faster Code
 Chapter 11 Pushing the 286 and 386
 Chapter 12 Pushing the 486
 Chapter 13 Aiming the 486
 Chapter 14 Boyer-Moore String
 Chapter 15 Linked Lists and Unintended Challenges
 Chapter 16 There Ain't No Such Thing as the Fastest
Code
 Chapter 17 The Game of Life
 Chapter 18 It's a Wonderful Life
 Chapter 19 Pentium: Not the Same Old Song
 Chapter 20 Pentium Rules
 Chapter 21 Unleashing the Pentium's V-pipe
 Chapter 22 Zenning and the Flexible Mind
 PART ll
Chapter 23 Bones and Sinew
 Chapter 24 Parallel Processing with the VGA
 Chapter 25 VGA Data Machinery
 Chapter 26 VGA Write Mode 3
 Chapter 27 Yet Another VGA Write Mode
 Chapter 28 Reading VGA Memory
 Chapter 29 Saving Screens and Other VGA Mysteries
 Chapter 30 Video Est Omnis Divisa
 Chapter 31 Higher 256-Color Resolution on the VGA
 Chapter 32 Be It Resolved: 360x480
 Chapter 33 Yogi Bear and Eurythmics Confront VGA
Colors
 Chapter 34 Changing Colors without Writing Pixels
 Chapter 35 Bresenham Is Fast, and Fast Is Good
 Chapter 36 The Good, the Bad, and the Run-Sliced
 Chapter 37 Dead Cats and Lightning Lines
 Chapter 38 The Polygon Primeval
 Chapter 39 Fast Convex Polygons
 Chapter 40 Of Songs, Taxes, and the Simplicity of Complex
Polygons
 Chapter 41 Those Way-Down Polygon Nomenclature Blues
 Chapter 42 Wu'ed in Haste; Fried, Stewed at Leisure
 Chapter 43 Bit-Plane Animation
 Chapter 44 Split Screens Save the Page Flipped Day
 Chapter 45 Dog Hair and Dirty Rectangles
 Chapter 46 Who Was that Masked Image?
 Chapter 47 Mode X: 256-Color VGA Magic
 Chapter 48 Mode X Marks the Latch
 Chapter 49 Mode X 256-Color Animation
 Chapter 50 Adding a Dimension
 Chapter 51 Sneakers in Space
 Chapter 52 Fast 3-D Animation: Meet X-Sharp
 Chapter 53 Raw Speed and More
 Chapter 54 3-D Shading
 Chapter 55 Color Modeling in 256-Color Mode
 Chapter 56 Pooh and the Space Station
 Chapter 57 10,000 Freshly Sheared Sheep on the Screen
 Chapter 58 Heinlein's Crystal Ball, Spock's Brain, and the
9-Cycle Dare
 Chapter 59 The Idea of BSP Trees
 Chapter 60 Compiling BSP Trees
 Chapter 61 Frames of Reference
 Chapter 62 One Story, Two Rules, and a BSP Renderer
 Chapter 63 Floating-Point for Real-Time 3-D
 Chapter 64 Quake's Visible-Surface Determination
 Chapter 65 3-D Clipping and Other Thoughts
 Chapter 66 Quake's Hidden-Surface Removal
 Chapter 67 Sorted Spans in Action
 Chapter 68 Quake's Lighting Model
 Chapter 69 Surface Caching and Quake's Triangle
Models
 Chapter 70 Quake: A Post-Mortem and a Glimpse into the
Future
Afterword
 Index
 
L'auteur - Michael Abrash
Michael Abrash (Bellevue, WA) a ecrit et realise des logiciels graphiques haut de gamme depuis l'apparition du PC d'IBM en 1981. Il a cree de nombreux jeux d'arcade et rejoint il y a peu l'equipe d'id Software pour realiser leur titre le plus celebre, Quake, dont il est le coauteur. Michael est egalement l'auteur d'ouvrages Zen of Assembly Language, Zen of Code Optimisation, Zen of Graphics Programming, traitant de l'optimisation du code et de la programmation d'application graphique en temps reel. Il a egalement redige de nombreux articles pour des magazines informatiques professionnels tels que PC Tech Journal, Programmers Journal, Dr Dobb's Journal, Dr Dobb's Sourcebook, PC TECHNIQUES et Game Developer.
Caractéristiques techniques
| PAPIER | |
| Éditeur(s) | Coriolis | 
| Auteur(s) | Michael Abrash | 
| Collection | Black Book | 
| Parution | 01/07/1997 | 
| Nb. de pages | 1342 | 
| EAN13 | 9781576101742 | 
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