Introduction to 3D Game Programming with DirectX 11

Paperback & CD-ROM: 978 1 936420 22 3 / $49.95
 
Published: February 2012  

E-Book: 978 1 937585 96 9 / $39.95
 
Published: March 2012  

Publisher: Mercury Learning & Information
600 pp., 7" x 9"
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. Includes a companion CD-ROM with code and figures.

Table of Contents:
Part I
1) Mathematical Prerequisites
2) Vector Algebra
3) Matrix Algebra
4) Transformations

Part II
5) Direct3D Foundations
6) Direct3D Initialization
7) The Rendering Pipeline
8) Lighting
9) Texturing
10) Blending
11) Stenciling
12) The Geometry Shader
13) The Hardware Tessellation Shaders
14) The Compute Shader

Part III
15) Direct3D Topics
16) Ambient Occlusion
17) Cube Mapping
18) Normal Mapping
19) Shadow Mapping
20) Cascaded Shadow Maps
21) Meshes
22) Quaternions
23) Character Animation
24) Picking
25) Volume Rendering
26) Terrain Rendering
27) Atmospheric Scattering and Cloud Rendering
28) Particle Systems and Stream Output

Appendices
1) Introduction to Windows Programming
2) High-Level Shading Language Reference
3) Some Analytic Geometry



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