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Books > Computers & Technology > Graphics & Design > Rendering & Ray Tracing > 1568817207
  1. Practical Rendering and Computation with Direct3D 11
    Practical Rendering and Computation with Direct3D 11
    Practical Rendering and Computation with Direct3D 11
    Practical Rendering and Computation with Direct3D 11
    Image(s) provided for illustrative purposes and may differ from the actual product
  2. Practical Rendering and Computation with Direct3D 11

    [1568817207]
    Delivery: 10-20 Working Days
    Customer Ratings (14 reviews)
    Price R2336.00

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Additional Information

Direct3D 11 offers such a wealth of capabilities that users can sometimes get lost in the details of specific APIs and their implementation. While there is a great deal of low-level information available about how each API function should be used, there is little documentation that shows how best to leverage these capabilities. Written by active members of the Direct3D community, Practical Rendering and Computation with Direct3D 11 provides a deep understanding of both the high and low level concepts related to using Direct3D 11.

The first part of the book presents a conceptual introduction to Direct3D 11, including an overview of the Direct3D 11 rendering and computation pipelines and how they map to the underlying hardware. It also provides a detailed look at all of the major components of the library, covering resources, pipeline details, and multithreaded rendering. Building upon this material, the second part of the text includes detailed examples of how to use Direct3D 11 in common rendering scenarios. The authors describe sample algorithms in-depth and discuss how the features of Direct3D 11 can be used to your advantage.

All of the source code from the book is accessible on an actively maintained open source rendering framework. The sample applications and the framework itself can be downloaded from http://hieroglyph3.codeplex.com

By analyzing when to use various tools and the tradeoffs between different implementations, this book helps you understand the best way to accomplish a given task and thereby fully leverage the potential capabilities of Direct3D 11.

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Specifications

Country
USA
Binding
Hardcover
EAN
9781568817200
Edition
1
ISBN
1568817207
IsEligibleForTradeIn
1
Label
A K Peters/CRC Press
Manufacturer
A K Peters/CRC Press
NumberOfItems
1
NumberOfPages
648
PublicationDate
2011-07-27
Publisher
A K Peters/CRC Press
Studio
A K Peters/CRC Press
ReleaseDate
0000-00-00
Most Helpful Customer Reviews

With it having been several years since I last worked with Direct3D (DX9), I wanted a book as a refresher in the DirectX way of doing things when I decided to return to computer graphics. What I got, was largely unspectacular.

Practical rendering is by no means a poor book. It authors are Microsoft DirectX Most Valuable Professionals. This means the material presented is accurate and well written, but it fails on too many fronts to be considered great. The first half of the book is dedicated to explaining the Direct3D 11 Pipeline or at least it tries to. What you get is ultimately a regurgitation of the freely available DX documentation. The authors do little to actually explain the behind the scenes workings and I have a feeling if it is your first foray into DX you will be quickly lost. The one bit of explanation they routinely throw at you is through the use of images to explain concepts. This sounds excellent until you realize what it really means. You get... Read more
I was thoroughly impressed by Practical Rendering and Computation with Direct3D 11 by Jason Zink. Microsoft’s Direct3D API is certainly not for beginners, and neither is this book. But, at the same time, the author does a great job of explaining the material in a way that is approachable. The book assumes you are already comfortable with C++, and doesn’t hold your hand with the syntax. This is great, since you really should have an understanding of C++ before jumping into 3D graphics programming. It’s also not the kind of book that expects you to type in long pages of example code into your computer. In fact, there are not really any complete examples listed in the book at all. Instead the author chooses to highlight specific API calls and explain how different techniques can be implemented using the GPU.

This is in stark contrast to the last DirectX 11 book I read by Frank Luna. Luna’s text was great, don’t get me wrong. But it was very... Read more
Conclusion : all around practical guide, highly beneficial, excellent reference
Recommended for experienced users.

First, Windows XP can't work with DirectX 11.
This isn't a beginner's book. If you started but didn't know , no worries. My advice though is to stop & read or if you want, have beside you an introductory book. You'll surely have a better learning experience with this book if you did. There are several out there. One that is notably popular that's an all-in-one (3D, graphics, gaming) book & the one I best recommend is Frank Luna's "Introductory to 3D Game Programming with DirectX 11." He has written other books like these for previous versions of DirectX too.
This book is packed & technical with abundant knowledge on the subject & given to you in a logical way. What you get from this book is split up into 2 parts: You first learn the API design. Then you apply what you learned through practical rendering in which you learn how... Read more
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