Introduction to 3D game programming with DirectX® 12
Book - 2016
This book provides an introduction to programming interactive computer graphics, with an emphasis on game development using DirectX 12. The book is divided into three main parts: basic mathematical tools, fundamental tasks in Direct3D, and techniques and special effects. It shows how to use new Direct12 features such as command lists, pipeline state objects, descriptor heaps and tables, and explicit resource management to reduce CPU overhead and increase scalability across multiple CPU cores. The book covers modern special effects and techniques such as hardware tessellation, writing compute shaders, ambient occlusion, reflections, normal and displacement mapping, shadow rendering, and character animation. Includes a companion DVD with code... and figures.
- Subjects
- Published
-
Dulles, Virginia :
Mercury Learning and Information
[2016]
- Language
- English
- Main Author
- Physical Description
- xxxiii, 824 pages : illustrations ; 23 cm + 1 DVD
- Bibliography
- Includes bibliographical references (pages 803-807) and index.
- ISBN
- 9781942270065
- Part I. Mathematical Prerequisites
- Part II. Direct3D Foundations
- Direct3D Initialization
- The Rendering Pipeline
- Drawing in Direct3D
- Lighting
- Texturing
- Blending
- Stenciling
- The Geometry Shader
- The Compute Shader
- The Tessellation Stages
- Part III. Direct3D Topics
- Building a First Person Camera
- Instancing and Frustum Culling
- Picking
- Cube Mapping
- Normal and Displacement Mapping
- Terrain Rendering
- Particle Systems and Stream-Out
- Shadow Mapping
- Ambient Occlusion
- Meshes
- Quaternions
- Character Animation
- Appendices
- Introduction to Windows Programming
- High-Level Shading Language Reference
- Some Analytic Geometry