书籍 Introduction to 3D Game Programming with DirectX 11的封面

Introduction to 3D Game Programming with DirectX 11

Frank Luna

出版时间

2012-02-27

ISBN

9781936420223

评分

★★★★★
书籍介绍

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 and the compute shader, and covers advanced rendering techniques such as ambient occlusion, normal and displacement mapping, shadow rendering, particle systems, and character animation. Includes a companion DVD with code and figures. Brief Table of Contents: Part I Mathematical Prerequisites. Vector Algebra. Matrix Algebra. Transformations. Part II Direct3D Foundations. Direct3D Initialization. The Rendering Pipeline. Drawing in Direct3D. Lighting. Texturing. Blending. Stenciling. The Geometry Shader. The Compute Shader. The Tessellation Stages. Part III Direct3D Topics. Building a First Person Camera. Instancing and Frustum Culling. Picking. Cube Mapping. Normal and Displacement Mapping. Terrain Rendering. Particle Systems and Stream-Out. Shadow Mapping. Ambient Occlusion. Meshes. Quaternions. Character Animation. Appendices. Introduction to Windows Programming. High-Level Shading Language Reference. Some Analytic Geometry. Selected solutions. Features: +Provides an introduction to programming interactive computer graphics, with an emphasis on game development using DirectX 11 +Covers new Direct3D 11 features +Includes companion DVD with source code and 4-color graphics

Frank Luna 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 has professionally worked on 3D medical imaging software, machine motion simulation tools, mobile games, and architectural design software, all using Direct3D. He holds a BS in Mathematics from the Univer...

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目录
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
用户评论
我的启蒙书...
概念讲的浅显易懂
比对着这个网站的翻译一起看,叫我好人http://shiba.hpe.sh.cn/jiaoyanzu/wuli/Soft/NotXNA
Directs 入门好书
看是看完了可是还没有脱离例子自己动手敲点东西。趁着距离开学还有点时间自己写点好玩的吧。
不仅是讲图形学,里面各种架构性的内容也相当优雅,为了做作业看了前面几章,对d3d和渲染有了一些了解,但是d3d要关注本身底层操控真是太麻烦了,之后也就供起来吧
DX入门必备; OpenGL 的话推荐 https://learnopengl.com/
该有的都有了,读起来一气呵成,基础部分都要读,后面的找自己喜欢的读就好了,一开始配vs2015坏境麻烦了一些