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Real-Time 3D Rendering with DirectX and HLSL: A Practical Guide to Graphics Programming (Anglais) Broché – 19 mai 2014

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Descriptions du produit

Présentation de l'éditeur

Get Started Quickly with DirectX 3D Programming: No 3D Experience Needed

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, you’ll discover shader authoring with HLSL. You’ll implement basic lighting models, including ambient lighting, diffuse lighting, and specular highlighting. You’ll write shaders to support point lights, spotlights, environment mapping, fog, color blending, normal mapping, and more.
Then you’ll employ C++ and the Direct3D API to develop a robust, extensible rendering engine. You’ll learn about virtual cameras, loading and rendering 3D models, mouse and keyboard input, and you’ll create a flexible effect and material system to integrate your shaders.

Finally, you’ll extend your graphics knowledge with more advanced material, including post-processing techniques for color filtering, Gaussian blurring, bloom, and distortion mapping. You’ll 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 don’t need any experience with 3D graphics or the associated math: Everything’s 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

Biographie de l'auteur

Dr. Paul Varcholik is a programming instructor at the Florida Interactive Entertainment Academy (FIEA), a graduate degree program in game development at the University of Central Florida. Before coming to FIEA, Paul was a lead software engineer at Electronic Arts, where he worked on video game titles including Madden NFL Football and Superman Returns. A 20-year software industry veteran, he has taught college courses on software and game development since 1998. Paul has written extensively on topics including robotics, 3D user interaction, and multi-touch interfaces. He is author of the OpenGL Essentials LiveLessons video series on graphics development.

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Format: Broché Achat vérifié
Unfortunately, this explains shaders with the Effect manager. you'll an extra book if you want to use DirectX 12 or the effect-manager-less DirectX 11.
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Commentaires client les plus utiles sur (beta) 3.8 étoiles sur 5 6 commentaires
2 internautes sur 2 ont trouvé ce commentaire utile 
5.0 étoiles sur 5 The book is great for a novice course 22 juillet 2015
Par I. Velho - Publié sur
Format: Broché Achat vérifié
The book is great for a novice course . Somebody wrote NVIDIA FX Compose won't work on Windows 8.1, but the book site pointed a version that actually works.
The aspects of DX 11 HLSL programming are introduced in a step by step way.
The approach is hands on code instead a deep mathematical explanation.
This very good for persons with a relative low knowledge in mathematics, besides graphic programming is heavily dependant on mathematics and physics.
Is indeed a good option for introductory course.
Unfortunately , the instructor materials are difficult to obtain and I need them for a class.
Hope I could get it before the classes start.
1 internautes sur 1 ont trouvé ce commentaire utile 
5.0 étoiles sur 5 A must have! 31 août 2014
Par Anderson R. - Publié sur
Format: Broché Achat vérifié
Great book, detailed chapters, I use this book along with the new game engine architecture by jason gregory. In order to code directx 11.1 and 11.2 you still need the directx 11 foundation.
6 internautes sur 7 ont trouvé ce commentaire utile 
4.0 étoiles sur 5 Fantastic! Unfortunately needs FX Composer that not works on Windows 8.1 13 mai 2014
Par Elemar Rodrigues Severo Júnior - Publié sur
Format: Format Kindle Achat vérifié
I just bought digital and printed version of this book. Content looks great but a lot of samples depends on NVIDIA FX Composer that do not works on Windows 8.1.

I'm trying to use something different, but...
5.0 étoiles sur 5 Lots of good shader information 8 janvier 2016
Par Amazon Customer - Publié sur
Format: Broché
Lots of good shader information, fills in some gaps from other dx sources., Author is clear and concise
0 internautes sur 2 ont trouvé ce commentaire utile 
3.0 étoiles sur 5 Good for beginners 27 novembre 2014
Par David Lannan - Publié sur
Format: Broché
Real-Time 3D Rendering with DirectX and HLSL: A Practical Guide to Graphics Programming is a long title for a book and the title is a little out of place for the content contained in the book. The book should be a little less formal with its title because it targets new beginners in the world of graphics programming. There are many books already in this area, but this book is quite capable in the general training of core graphic knowledge that will advance people into the world of 3D.

We were all beginners at one stage or another, and I'm happy to say this is a great book for those entering the minefield that is graphics programming. Personally I would have preferred less use of pages with source code samples (put it on a dvd or link online) because it makes the flow of reading of concepts interrupted by samples. Some samples take a number of pages. I see this as wasteful but others may see value in direct analysis, so this is a personal preference.

The content is generally good but heavily aimed at beginners. And the major elements of graphics systems and modern use of graphical systems are only lightly described ie: global illumination, deferred lighting, skinning systems, terrain systems, physically based lighting, graphics and physics combined, particle systems, post and pre processing shader pass systems (like SSAO and so on) and many others. Admittedly a book containing all this would be large, but many of the topics are not even discussed and these are common topics in the current 3D development world.

HLSL and DirectX subject matter is well covered. The book should have probably focused on this as its main goal because it does do this well. Overall this book is one I would recommend to someone starting in 3D programming, but intermediate and advanced programmers will find the book lacking and not very current.
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