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Home / Books
Graphics Programming Black Book
Micheal Abrash
Adapted from the Coriolis Book Store
April 20, 1999
The Complete Works of Graphics Master, Michael Abrash. Includes everything code performance master Michael Abrash
has ever written about optimization and realtime graphics.
Price: $59.99/$83.99
No one has done more to conquer the performance limitations of the PC than Michael Abrash, and in this massive new volume, virtually
everything he has ever written about performance coding and realtime graphics has been gathered in one workincluding his legendary
Zen of Assembly Language. Both Zen of Code Optimization and Zen of Graphics Programming are here in their totality, as well as
brand new material on the graphics technology behind Quake. You'll learn about Intel code performance tuning, all the way down to registers,
pipelining, and branch prediction. With Michael's collected wisdom in code performance in the back of your mind, you'll discover the theory and
practice of seamless, flicker-free, realtime 2D and 3D animation, using state-of-the-art mechanisms like BSP trees. No other book has ever covered
code performance and realtime graphics to the depth of Michael Abrash's Graphics Programming Black Book, Special Edition.
Features
- 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.
CD-ROM Features
- Michaels classic work Zen of Assembly Language.
- All projects described in the book including executable files.
- The Zen Timer, Michael's legendary code profiling tool.
Contents
- The best optimizer is between your ears
- A world apart
- Assume nothing
- In the liar of the cycle eaters
- Crossing the border
- Looking past face value
- Local optimization
- Speeding up C with assembly language
- Hints my readers gave me
- Patient coding, Faster code
- Pushing the 286 and 386
- Pushing the 486
- Aiming the 486
- Boyer-Moore string searching
- Linked lists and unintended challenges
- There ain't such thing as the fastest code
- The game of life
- It's a wunderful life
- Pentium: not the same old song
- Pentium rules
- Unleashing the Pentium's v-pipe
- Zenning and the flexible mind
- Bones and Sinew
- Parallel processing with the VGA
- VGA data machinery
- VGA Write Mode 3
- Yet another VGA Write Mode
- Reading VGA memory
- Saving screens and other VGA mysteries
- Video Est Omnis Divisa
- Higher 256-color resolution on the VGA
- Be it resolved: 360x480
- Yogi bear and eurythmics confront VGA colors
- Changing colors without writing pixels
- Bresenham is fast, fast is good
- The good, the bad and the run-sliced
- Dead cats and lightning lines
- The polygon primeval
- Fast convex polygons
- Of songs, taxes and the simplicity of complex polygons
- Those way-down polygon nomenclature blues
- Wu'ed in Haste, Fried, Stewed at leisure
- Bit-Plane Animation
- Split screens save the page flipped day
- Dog hair and Dirty Rectangles
- Who was that masked Image?
- Mode X: 256-color VGA Magic
- Mode X marks the latch
- Mode X 256-color animation
- Adding a dimension
- Sneakers in space
- Fast 3D animation: Meet X-sharp
- Raw-speed and more
- 3-D Shading
- Color modeling in 256-color mode
- Pooh and the space station
- 10.000 freshly sheared sheep on the screen
- Heinlein's crystal ball, spock's brain and the 9 cycle dare
- The idea of BSP trees
- Compiling BSP trees
- Frames of reference
- One story, two rules and a BSP renderer
- Floating-point for real-time 3D
- Quake's Visible-Surface determination
- 3D-clipping and other thoughts
- Quake's hidden surface removal
- Sorted Spans in Action
- Quake's lightning model
- Surface cashing and Quake's triangle models
- Quake: a post-mortem and a glimpse in the future
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