Real-Time 3D Rendering with DirectX and HLSL

A Practical Guide to Graphics Programming

Nonfiction, Computers, Application Software, Computer Graphics, Entertainment & Games, Game Programming - Graphics
Cover of the book Real-Time 3D Rendering with DirectX and HLSL by Paul Varcholik, Pearson Education
View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart
Author: Paul Varcholik ISBN: 9780133570113
Publisher: Pearson Education Publication: May 3, 2014
Imprint: Addison-Wesley Professional Language: English
Author: Paul Varcholik
ISBN: 9780133570113
Publisher: Pearson Education
Publication: May 3, 2014
Imprint: Addison-Wesley Professional
Language: English

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

View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart

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

More books from Pearson Education

Cover of the book Brilliant Academic Writing by Paul Varcholik
Cover of the book Clusters for High Availability by Paul Varcholik
Cover of the book My iPad for Seniors (covers iOS 7 on iPad Air, iPad 3rd and 4th generation, iPad2, and iPad mini) by Paul Varcholik
Cover of the book Make Your Credit Cards Work for You Instead of You for Them by Paul Varcholik
Cover of the book Microsoft System Center Configuration Manager Field Experience by Paul Varcholik
Cover of the book Habit by Paul Varcholik
Cover of the book Data Analytics for IT Networks by Paul Varcholik
Cover of the book Decoding the Kindle by Paul Varcholik
Cover of the book Real World Nikon Capture NX by Paul Varcholik
Cover of the book Undercover User Experience Design by Paul Varcholik
Cover of the book The Supply Chain Game Changers by Paul Varcholik
Cover of the book New Business Networking by Paul Varcholik
Cover of the book Absolute Beginner's Guide to Home Networking by Paul Varcholik
Cover of the book Don't Make Me Think: A Common Sense Approach to Web Usability by Paul Varcholik
Cover of the book Working with Mindfulness by Paul Varcholik
We use our own "cookies" and third party cookies to improve services and to see statistical information. By using this website, you agree to our Privacy Policy