Introduction to 3D Game Programming with DirectX 11

Overview

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 ...

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Overview

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.

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Editorial Reviews

From the Publisher
intended for C++ programmers and other intermediate level 3D programmers interested in the intricacies of DirectX, this volume on game oriented 3D graphics provides practical instruction for performing common tasks within this popular Microsoft Windows based graphics API. Beginning with an overview of required mathematical prerequisites, the volume covers topics such as Direct 3D foundational principles; lighting, texturing, and blending; shaders; cube mapping; ambient occlusion; meshes; and character animation. A series of appendices cover technical data and additional advanced topics and examples. Chapters include numerous code examples and screenshots, as well as chapter exercises. An accompanying DVD includes source code and digital copies of all example images used in the text. Luna is a 3D programming expert and the author of several books on DirectX programming.

With the latest developmental tools, one can create wonderful and vivid worlds. "3D Game Programming with DirectX 11" elaborates on how to get the most out the DirectX tools, the processes used by many recent 3D game developers. Frank D. Luna explores the newest developments that come with this edition of DirectX, how to make the most of 3D lighting, texturing, reflections, animation, and other vital elements. With exercises to practice with the ideas within, and a DVD with further resources and lessons, "3D Game Programming with DirectX 11" is a strong pick for anyone seeking to further their skills, be it for their career or as a hobby.

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Product Details

  • ISBN-13: 9781936420223
  • Publisher: Mercury Learning and Information
  • Publication date: 3/31/2012
  • Pages: 600
  • Sales rank: 618,248
  • Product dimensions: 7.00 (w) x 8.90 (h) x 1.90 (d)

Meet the Author

Frank Luna is a software engineer for medical devices. He has been programming interactive 3D graphics for more than ten years and has been using DirectX since v5. He is the author of three bestselling books on DirectX and lives in San Diego.

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Table of Contents

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

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