《Physically Based Rendering:From Theory to Implementation》(PBRT) 英文版
2021-06-12 15:25:46 35.76MB 图形 渲染
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Microsoft Windows has been around for more than three decades. During that time, it has grown to become a mainstay of business and personal computing, running on some 1.5 billion devices worldwide. The authors of this book began working together in 2001 with the very first title in the Inside Out series, covering Windows XP. Like many of you, we took a break a few years ago, watching from the sidelines as Microsoft released Windows 8 and Windows 8.1. We returned for Windows 10 because, quite frankly, we were excited by the possibilities of “Windows as a service.” As we predicted in the first edition of this book, published shortly after the initial release of Windows 10 in 2015, Windows 10 is evolving rapidly. That evolution has been a key part of our experience over the past three years, as we researched and wrote what turned out to be a very significant revision to the original edition and then did a series of ebook-only updates. This third edition incorporates all that learning and covers the two editions of Windows 10 released in 2018. One bedrock fact we’ve discovered over the past three years is that the core features of Windows 10 are familiar and change very slowly. The fundamentals of NTFS security and the registry, for example, have remained reassuringly consistent throughout many generations of Windows. But there’s also plenty that’s new in Windows 10, some of it obvious (the new Start experience) and some not so obvious (Windows Hello). The challenge of writing a book like this one is that Microsoft keeps updating Windows 10, releasing new features twice each year instead of every few years, as in the past. To our great relief, we’ve found that most of the changes in these semi-annual Windows 10 feature updates are evolutionary, not revolutionary. You might notice small changes in a dialog box or in the appearance of a feature, but its fundamental workings remain the same as before. Our goal in this edition is to help you accomplish those familiar tasks
2021-06-09 23:41:06 26.16MB win10 3rd edition
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Third Person Controller 2.5.3
2021-05-30 14:07:09 220.47MB unity
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Computer Systems A Programmer's Perspective Third Edition.pdf 深入理解计算机系统(原书第2版)的英文版本. 程序员必读经典著作!理解计算机系统*书目,10万程序员共同选择。 作者:(美)兰德尔?E.布莱恩特(Randal E.Bryant)等
2021-05-29 21:34:59 132.18MB IT
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W. Boyd的经典之作,非线性光学第三版,英文原版。
2021-05-25 16:27:11 4.55MB Nonlinear Optics
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dynamic programming by bercedes
2021-05-01 11:24:43 1.57MB dynamic programming
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R统计分析教材,第三版。
2021-04-29 09:19:08 5.29MB 统计分析
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最近发现LAPACK自己给出了C接口LAPACKE,调用很方便,只是不便查找函数,官方给出的帮助文档要么是在线的,要么是付费的。 这是从一个付费网站搞到的pdf版,奉献给大家,也算给国内的同学们做个贡献。 文章是英文版的,对于搞软件的、做算法的,多读读标准的英文绝对有好处。 收3个资源分,目的是鼓励大家也共享一些有价值的资料。
2021-04-21 17:37:27 46.19MB LAPACK 用户手册
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Game Engine Architecture, Third Edition-游戏引擎架构(第三版).epub 3rd Edition Jason Gregory A K Peters/CRC Press Published August 17, 2018 Reference - 1240 Pages - 128 Color & 352 B/W Illustrations ISBN 9781138035454 - CAT# K31720 Description: Summary In this new and improved third edition of the highly popular Game Engine Architecture, Jason Gregory draws on his nearly two decades of experience at Midway, Electronic Arts and Naughty Dog to present both the theory and practice of game engine software development. In this book, the broad range of technologies and techniques used by AAA game studios are each explained in detail, and their roles within a real industrial-strength game engine are illustrated. New to the Third Edition This third edition offers the same comprehensive coverage of game engine architecture provided by previous editions, along with updated coverage of: computer and CPU hardware and memory caches, compiler optimizations, C++ language standardization, the IEEE-754 floating-point representation, 2D user interfaces, plus an entirely new chapter on hardware parallelism and concurrent programming. This book is intended to serve as an introductory text, but it also offers the experienced game programmer a useful perspective on aspects of game development technology with which they may not have deep experience. As always, copious references and citations are provided in this edition, making it an excellent jumping off point for those who wish to dig deeper into any particular aspect of the game development process. Key Features Covers both the theory and practice of game engine software development Examples are grounded in specific technologies, but discussion extends beyond any particular engine or API. Includes all mathematical background needed. Comprehensive text for beginners and also has content for senior engineers. Table of Contents Getting Started. Getting the Target Ready. Using the Target. Are we there yet? Putting it all Together. Fi
2021-04-12 20:07:20 26.53MB Game Engine Architecture 引擎
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一本介绍非线性优化理论的英文原版书,施普林格出版社出版的,值得阅读。
2021-04-05 21:28:02 8.61MB 非线性优化
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