Introduction to 3D Game Programming with DirectX 11

Paperback
February 2012
9781936420223
More details
  • Publisher
    Mercury Learning & Information
  • Published
    28th February 2012
  • ISBN 9781936420223
  • Language English
  • Pages 600 pp.
  • Size 7" x 9"
$49.95
E-Book (ePub)
March 2012
9781937585969
More details
  • Publisher
    Mercury Learning & Information
  • Published
    15th March 2012
  • ISBN 9781937585969
  • Language English
  • Pages 600 pp.
  • Size 7" x 9"
$39.95
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March 2012
9781937585952
More details
  • Publisher
    Mercury Learning & Information
  • Published
    15th March 2012
  • ISBN 9781937585952
  • Language English
  • Pages 600 pp.
  • Size 7" x 9"
$124.95

This updated bestseller provides an introduction to programming interactive computer graphics, with an emphasis on game development using DirectX 11. The book is divided into three main parts: basic mathematical tools, fundamental tasks in Direct3D, and techniques and special effects. It includes new Direct3D 11 features such as hardware tessellation, the compute shader, dynamic shader linkage and covers advanced rendering techniques such as screen-space ambient occlusion, level-of-detail handling, cascading shadow maps, volume rendering, and character animation. Includes a companion CD-ROM with code and figures.

eBook Customers: Companion files are available for downloading with order number/proof of purchase by writing to the publisher at info@merclearning.com.

Part I
1) Mathematical Prerequisites
2) Vector Algebra
3) Matrix Algebra
4) Transformations

Part II
5) Direct3D Foundations
6) Direct3D Initialization
7) The Rendering Pipeline
8) Lighting
9) Texturing
10) Blending
11) Stenciling
12) The Geometry Shader
13) The Hardware Tessellation Shaders
14) The Compute Shader

Part III
15) Direct3D Topics
16) Ambient Occlusion
17) Cube Mapping
18) Normal Mapping
19) Shadow Mapping
20) Cascaded Shadow Maps
21) Meshes
22) Quaternions
23) Character Animation
24) Picking
25) Volume Rendering
26) Terrain Rendering
27) Atmospheric Scattering and Cloud Rendering
28) Particle Systems and Stream Output

Appendices
1) Introduction to Windows Programming
2) High-Level Shading Language Reference
3) Some Analytic Geometry

Frank Luna

Frank Luna has been programming interactive 3D graphics with DirectX for more than fifteen years. He is the author of three bestselling books on DirectX and has worked in 3D medical visualization, 3D architectural design software, and gaming. He holds a BS in mathematics from the University of California, Irvine.