Real-Time 3D Rendering with DirectX and HLSL: A Practical Guide to Graphics Programming (The Addison-Wesley Game Design and Development)
Language: English
Published by Addison-Wesley Professional, 2014
Series: Book 3 of 16 - Game Design
- Softcover
- Used

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- Title
- Real-Time 3D Rendering with DirectX and HLSL: A Practical Guide to Graphics Programming (The Addison-Wesley Game Design and Development)
- Author
- Varcholik, Paul
- Publisher
- Addison-Wesley Professional
- Publication year
- 2014
- Condition
- Acceptable
- Dust jacket
- Dust Jacket Included
- Book Type
- book
- Binding
- paperback
- Language
- English
- ISBN 10
- 0321962729
- ISBN 13
- 9780321962720
- Series
- Book 3 of 16: Game Design
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, youll discover shader authoring with HLSL. Youll implement basic lighting models, including ambient lighting, diffuse lighting, and specular highlighting. Youll write shaders to support point lights, spotlights, environment mapping, fog, color blending, normal mapping, and more.
Then youll employ C++ and the Direct3D API to develop a robust, extensible rendering engine. Youll learn about virtual cameras, loading and rendering 3D models, mouse and keyboard input, and youll create a flexible effect and material system to integrate your shaders.
Finally, youll extend your graphics knowledge with more advanced material, including post-processing techniques for color filtering, Gaussian blurring, bloom, and distortion mapping. Youll 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 dont need any experience with 3D graphics or the associated math: Everythings 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
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Mispah books
Redhill, Surrey, United Kingdom
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