Get Started Quickly with DirectX 3D Programming: No 3D Experience Needed
This step-by-step text demystifies modern graphics programming so you can quickly start writing professional code with DirectX and HLSL. Expert graphics instructor Paul Varcholik starts with the basics: a tour of the Direct3D graphics pipeline, a 3D math primer, and an introduction to the best tools and support libraries.
Next, you’ll discover shader authoring with HLSL. You’ll implement basic lighting models, including ambient lighting, diffuse lighting, and specular highlighting. You’ll write shaders to support point lights, spotlights, environment mapping, fog, color blending, normal mapping, and more. Then you’ll employ C++ and the Direct3D API to develop a robust, extensible rendering engine. You’ll learn about virtual cameras, loading and rendering 3D models, mouse and keyboard input, and you’ll create a flexible effect and material system to integrate your shaders.
Finally, you’ll extend your graphics knowledge with more advanced material, including post-processing techniques for color filtering, Gaussian blurring, bloom, and distortion mapping. You’ll develop shaders for casting shadows, work with geometry and tessellation shaders, and implement a complete skeletal animation system for importing and rendering animated models.
You don’t need any experience with 3D graphics or the associated math: Everything’s taught hands-on, and all graphics-specific code is fully explained. Coverage includes
• The Direct3D API and graphics pipeline • A 3D math primer: vectors, matrices, coordinate systems, transformations, and the DirectX Math library • Free and low-cost tools for authoring, debugging, and profiling shaders • Extensive treatment of HLSL shader authoring • Development of a C++ rendering engine • Cameras, 3D models, materials, and lighting • Post-processing effects • Device input, component-based architecture, and software services • Shadow mapping, depth maps, and projective texture mapping • Skeletal animation • Geometry and tessellation shaders • Survey of rendering optimization, global illumination, compute shaders, deferred shading, and data-driven engine architecture
Most Helpful Customer Reviews
I just bought digital and printed version of this book. Content looks great but a lot of samples depends on NVIDIA FX Composer that do not works on Windows 8.1.
I'm trying to use something different, but...
Real-Time 3D Rendering with DirectX and HLSL: A Practical Guide to Graphics Programming is a long title for a book and the title is a little out of place for the content contained in the book. The book should be a little less formal with its title because it targets new beginners in the world of graphics programming. There are many books already in this area, but this book is quite capable in the general training of core graphic knowledge that will advance people into the world of 3D.
We were all beginners at one stage or another, and I'm happy to say this is a great book for those entering the minefield that is graphics programming. Personally I would have preferred less use of pages with source code samples (put it on a dvd or link online) because it makes the flow of reading of concepts interrupted by samples. Some samples take a number of pages. I see this as wasteful but others may see value in direct analysis, so this is a personal preference.
Great book, detailed chapters, I use this book along with the new game engine architecture by jason gregory. In order to code directx 11.1 and 11.2 you still need the directx 11 foundation.
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