Introduction to 3D Game Programming with DirectX 11 Front Cover

Introduction to 3D Game Programming with DirectX 11

Description

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

Table of Contents

PART I MATHEMATICAL PREREQUISITES
Chapter 1 Vector Algebra
Chapter 2 Matrix Algebra
Chapter 3 Transformations

PART II DIRECT 3D FOUNDATIONS
Chapter 4 Direct3D Initialization
Chapter 5 The Rendering Pipeline
Chapter 6 Drawing in Direct3D
Chapter 7 Lighting
Chapter 8 Texturing
Chapter 9 Blending
Chapter 10 Stenciling
Chapter 11 The Geometry Shader
Chapter 12 The Compute Shader
Chapter 13 The Tessellation Stages

PART III TOPICS
Chapter 14 Building a First Person Camera
Chapter 15 Instancing and Frustum Culling
Chapter 16 Picking
Chapter 17 Cube Mapping
Chapter 18 Normal Mapping and Displacement Mapping
Chapter 19 Terrain Rendering
Chapter 20 Particle Systems and Stream-Out
Chapter 21 Shadow Mapping
Chapter 22 Ambient Occlusion
Chapter 23 Meshes
Chapter 24 Quaternions
Chapter 25 Character Animation

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