Introduction to 3D Game Programming with DirectX 12 Front Cover

Introduction to 3D Game Programming with DirectX 12

Description

This updated bestseller provides an introduction to programming interactive computer graphics, with an emphasis on game development using DirectX 12. The book is divided into three main parts: basic mathematical tools, fundamental tasks in Direct3D, and techniques and special effects. It shows how to use new Direct12 features such as command lists, pipeline state objects, descriptor heaps and tables, and explicit resource management to reduce CPU overhead and increase scalability across multiple CPU cores. The book covers modern special effects and techniques such as hardware tessellation, writing compute shaders, ambient occlusion, reflections, normal and displacement mapping, shadow rendering, and character animation. Includes a companion DVD with code and figures.

FEATURES:

  • Provides an introduction to programming interactive computer graphics, with an emphasis on game development using DirectX 12
  • Uses new Direct3D 12 features to reduce CPU overhead and take advantage of multiple CPU cores
  • Contains detailed explanations of popular real-time game effects
  • Includes a DVD with source code and all the images (including 4-color) from the book
  • Learn advance rendering techniques such as ambient occlusion, real-time reflections, normal and displacement mapping, shadow rendering, programming the geometry shader, and character animation
  • Covers a mathematics review and 3D rendering fundamentals such as lighting, texturing, blending and stenciling
  • Use the end-of-chapter exercises to test understanding and provide experience with DirectX 12

Table of Contents

Chapter 1 Vector Algebra
Chapter 2 Matrix Algebra
Chapter 3 Transformations
Chapter 4 Direct3D Initialization
Chapter 5 The Rendering Pipeline
Chapter 6 Drawing in Direct3D
Chapter 7 Drawing in Direct 3D Part II
Chapter 8 Lighting
Chapter 9 Texturing
Chapter 10 Blending
Chapter 11 Stenciling
Chapter 12 The Geometry Shader
Chapter 13 The Compute Shader
Chapter 14 The Tessellation Stages
Chapter 15 Building a First Person Camera and Dynamic Indexing
Chapter 16 Instancing and Frustum Culling
Chapter 17 Picking
Chapter 18 Cube Mapping
Chapter 19 Normal Mapping
Chapter 20 Shadow Mapping
Chapter 21 Ambient Occlusion
Chapter 22 Quaternions
Chapter 23 Character Animation
Appendix A: Introduction to Windows Programming
Appendix B: High Level Shader Language Reference
Appendix C: Some Analytic Geometry
Appendix D: Solutions to Selected Exercises
Appendix E: Bibliography and Further Reading

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