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Introduction to 3D Game Programming: With Directx 11

Introduction to 3D Game Programming: With Directx 11

Mixed media product

By (author) Frank D. Luna

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  • Publisher: Mercury Learning & Information
  • Format: Mixed media product | 600 pages
  • Dimensions: 178mm x 226mm x 50mm | 1,420g
  • Publication date: 26 April 2012
  • ISBN 10: 1936420228
  • ISBN 13: 9781936420223
  • Illustrations note: black & white tables, figures
  • Sales rank: 104,801

Product description

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.

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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.

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.