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 How to Wow with Illustrator by Paul Varcholik
Cover of the book Responsive Design Workflow by Paul Varcholik
Cover of the book CCNA Security (640-554) Portable Command Guide by Paul Varcholik
Cover of the book Sams Teach Yourself Core Data for Mac and iOS in 24 Hours by Paul Varcholik
Cover of the book Hospital Operations by Paul Varcholik
Cover of the book Exam Ref 70-411 Administering Windows Server 2012 R2 (MCSA) by Paul Varcholik
Cover of the book Corporate Financial Management 6th Edition by Paul Varcholik
Cover of the book Microsoft Dynamics CRM 4.0 Step by Step by Paul Varcholik
Cover of the book Apple Pro Training Series by Paul Varcholik
Cover of the book Designing for Cisco Internetwork Solutions (DESGN) (Authorized CCDA Self-Study Guide) (Exam 640-863) by Paul Varcholik
Cover of the book Understanding IPv6 by Paul Varcholik
Cover of the book My PowerPoint 2016 (includes Content Update Program) by Paul Varcholik
Cover of the book Google Web Toolkit Applications by Paul Varcholik
Cover of the book Sams Teach Yourself Windows Server 2008 in 24 Hours by Paul Varcholik
Cover of the book Arduino for Beginners 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