Download Real-Time 3D Rendering with DirectX and HLSL: A Practical Guide to Graphics Programming (Game Design) PDF EPUB
Author: Author
Pages: 592
Size: 3.761,99 Kb
Publication Date: May 29,2014
Category: DirectX
BEGIN Quickly with DirectX 3D Programming: No 3D Encounter Required
This step-by-step text demystifies contemporary graphics programming so that you can quickly begin composing professional code with DirectX and HLSL. You’ll develop shaders for casting shadows, use geometry and tessellation shaders, and implement a comprehensive skeletal animation program for importing and rendering animated versions.
Following, you’ll discover shader authoring with HLSL. You’ll implement simple lighting versions, including ambient light, diffuse light, and specular highlighting. You’ll create shaders to aid point lamps, spotlights, environment mapping, fog, color blending, regular mapping, and even more.
Then you’ll use C++ and the Immediate3D API to build up a robust, extensible rendering engine.
You don’t need any encounter with 3D images or the associated mathematics: Everything’s trained hands-on, and all graphics-specific code is completely explained.
Coverage contains
•   The Immediate3D API and images pipeline
•   A 3D mathematics primer: vectors, matrices, coordinate systems, transformations, and the DirectX Mathematics library
•   Free of charge and low-cost equipment for authoring, debugging, and profiling shaders
•   Comprehensive treatment of HLSL shader authoring
•   Advancement of a C++ rendering engine
•   Digital cameras, 3D models, components, and light
•   Post-processing results
•   Device insight, component-structured architecture, and software solutions
•   Shadow mapping, depth maps, and projective consistency mapping
•   Skeletal computer animation
•   Geometry and tessellation shaders
•   Study of rendering optimization, global lighting, compute shaders, deferred shading, and data-powered engine architecture
Expert images instructor Paul Varcholik begins with the fundamentals: a tour of the Immediate3D images pipeline, a 3D mathematics primer, and an launch to the best equipment and support libraries. You’ll find out about virtual digital cameras, loading and rendering 3D models, mouse and key pad input, and you’ll make a flexible impact and material program to integrate your shaders.
Finally, you’ll lengthen your graphics understanding with more advanced materials, including post-processing approaches for color filtering, Gaussian blurring, bloom, and distortion mapping.