Introduction to 3D game programming with DirectX® 12

Frank D. Luna

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.

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2nd Floor 006.693/DIRECTX/Luna Due Nov 13, 2024
Subjects
Published
Dulles, Virginia : Mercury Learning and Information [2016]
Language
English
Main Author
Frank D. Luna (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