1 Part I - Mathematical Prerequisites. Vector Algebra. Matrix Algebra. Transformations.; Part II - Direct3D Foundations. Direct3D Initialization. The Rendering Pipeline. Lighting. Texturing. Blending. Stenciling. The Geometry Shader. The Hardware Tessellation Shaders. The Compute Shader.; Part III - Direct3D Topics. Ambient Occlusion. Cube Mapping. Normal Mapping. Shadow Mapping. Cascaded Shadow Maps. Meshes. Quaternions. Character Animation. Picking. Volume Rendering. Terrain Rendering. Atmospheric Scattering and Cloud Rendering. Particle Systems and Stream Output. Appendices. Introduction to Windows Programming. High-Level Shading Language Reference. Some Analytic Geometry.
FRANK D. LUNA is a software engineer for medical devices. He has been programming interactive 3D graphics for more than ten years and has been using DirectX since v5. He is the author of three bestselling books on DirectX and lives in San Diego.
intended for C++ programmers and other intermediate level 3D
programmers interested in the intricacies of DirectX, this volume
on game oriented 3D graphics provides practical instruction for
performing common tasks within this popular Microsoft Windows based
graphics API. Beginning with an overview of required mathematical
prerequisites, the volume covers topics such as Direct 3D
foundational principles; lighting, texturing, and blending;
shaders; cube mapping; ambient occlusion; meshes; and character
animation. A series of appendices cover technical data and
additional advanced topics and examples. Chapters include numerous
code examples and screenshots, as well as chapter exercises. An
accompanying DVD includes source code and digital copies of all
example images used in the text. Luna is a 3D programming expert
and the author of several books on DirectX programming.
With the latest developmental tools, one can create wonderful and
vivid worlds. "3D Game Programming with DirectX 11" elaborates on
how to get the most out the DirectX tools, the processes used by
many recent 3D game developers. Frank D. Luna explores the newest
developments that come with this edition of DirectX, how to make
the most of 3D lighting, texturing, reflections, animation, and
other vital elements. With exercises to practice with the ideas
within, and a DVD with further resources and lessons, "3D Game
Programming with DirectX 11" is a strong pick for anyone seeking to
further their skills, be it for their career or as a hobby.
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