Introduction to 3D Game Programming with DirectX 11

Author:   Frank Luna
Publisher:   Mercury Learning & Information
ISBN:  

9781936420223


Pages:   600
Publication Date:   13 March 2012
Format:   Paperback
Availability:   Manufactured on demand   Availability explained
We will order this item for you from a manufactured on demand supplier.

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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 shadow maps, volume rendering, and character animation. It also includes a companion CD-ROM with code and figures.

Full Product Details

Author:   Frank Luna
Publisher:   Mercury Learning & Information
Imprint:   Mercury Learning & Information
Dimensions:   Width: 17.80cm , Height: 4.40cm , Length: 22.90cm
Weight:   1.334kg
ISBN:  

9781936420223


ISBN 10:   1936420228
Pages:   600
Publication Date:   13 March 2012
Audience:   General/trade ,  General
Format:   Paperback
Publisher's Status:   Active
Availability:   Manufactured on demand   Availability explained
We will order this item for you from a manufactured on demand supplier.

Table of Contents

1 Part I - Mathematical Prerequisites. Vector Algebra. Matrix Algebra. Transformations.; Part II - Direct3D Foundations. Direct3D Initialization. The Rendering Pipeline. Lighting. Texturing. Blending. Stenciling. The Geometry Shader. The Hardware Tessellation Shaders. The Compute Shader.; Part III - Direct3D Topics. Ambient Occlusion. Cube Mapping. Normal Mapping. Shadow Mapping. Cascaded Shadow Maps. Meshes. Quaternions. Character Animation. Picking. Volume Rendering. Terrain Rendering. Atmospheric Scattering and Cloud Rendering. Particle Systems and Stream Output. Appendices. Introduction to Windows Programming. High-Level Shading Language Reference. Some Analytic Geometry.

Reviews

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.


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.


Author Information

FRANK D. 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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