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Varcholik P. - Real-Time 3D Rendering with DirectX and HLSL: A Practical Guide to Graphics Programming

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Addison-Wesley Professional, 2014. 592 p. ISBN-10: 0321962729, ISBN-13: 978-0-321-96272-0.
. .Get Started Quickly with DirectX 3D Programming: No 3D Experience NeededThis 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, youll discover shader authoring with HLSL. Youll implement basic lighting models, including ambient lighting, diffuse lighting, and specular highlighting. Youll write shaders to support point lights, spotlights, environment mapping, fog, color blending, normal mapping, and more.
Then youll employ C++ and the Direct3D API to develop a robust, extensible rendering engine. Youll learn about virtual cameras, loading and rendering 3D models, mouse and keyboard input, and youll create a flexible effect and material system to integrate your shaders.Finally, youll extend your graphics knowledge with more advanced material, including post-processing techniques for color filtering, Gaussian blurring, bloom, and distortion mapping. Youll 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 dont need any experience with 3D graphics or the associated math: Everythings 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. iPAD Amazon Kindle, PC , Cool Reader, Calibre, Adobe Digital Editions

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Real-Time 3D Rendering with DirectX and HLSL

A Practical Guide to Graphics Programming

Paul Varcholik

Upper Saddle River NJ Boston Indianapolis San Francisco New York Toronto - photo 1

Upper Saddle River, NJ Boston Indianapolis San Francisco
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Many of the designations used by manufacturers and sellers to distinguish their products are claimed as trademarks. Where those designations appear in this book, and the publisher was aware of a trademark claim, the designations have been printed with initial capital letters or in all capitals.

The author and publisher have taken care in the preparation of this book, but make no expressed or implied warranty of any kind and assume no responsibility for errors or omissions. No liability is assumed for incidental or consequential damages in connection with or arising out of the use of the information or programs contained herein.

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Library of Congress Control Number: 2014933263

Copyright 2014 Pearson Education, Inc.

All rights reserved. Printed in the United States of America. This publication is protected by copyright, and permission must be obtained from the publisher prior to any prohibited reproduction, storage in a retrieval system, or transmission in any form or by any means, electronic, mechanical, photocopying, recording, or likewise. To obtain permission to use material from this work, please submit a written request to Pearson Education, Inc., Permissions Department, One Lake Street, Upper Saddle River, New Jersey 07458, or you may fax your request to (201) 236-3290.

DirectX, Direct3D, MS-DOS, MSDN, Visual Studio, Windows, Windows Phone, Windows Vista, Xbox, and Xbox 360 are registered trademarks of Microsoft Corporation in the United States and/or other countries.

NVIDIA, GeForce, Nsight, and FX Composer are registered trademarks of NVIDIA Corporation in the United States and/or other countries.

Autodesk, Maya and 3ds Max are registered trademarks of Autodesk, Inc. in the United States and/or other countries.

Rendermonkey is a trademark of Advanced Micro Devices, Inc.

OpenGL is a registered trademark of Silicon Graphics, Inc. in the United States and/or other countries worldwide.

StarCraft and Blizzard Entertainment are trademarks or registered trademarks of Blizzard Entertainment, Inc. in the United States and/or other countries.

COLLADA is a trademark of the Khronos Group Inc.

Photoshop is a registered trademark of Adobe Systems Incorporated in the United States and/or other countries.

Steam is a registered trademark of Valve Corporation.

Terragen is a trademark of Planetside Software.

Unreal Development Kit and UDK are trademarks or registered trademarks of Epic Games, Inc. in the United States and elswhere.

Unity Software is a copyright of Unity Technologies.

All other trademarks are the property of their respective owners.

ISBN-13: 978-0-321-96272-0
ISBN-10: 0-321-96272-9

Text printed in the United States on recycled paper at R.R. Donnelley in Crawfordsville, Indiana.

First printing: April 2014

Editor-in-Chief
Mark Taub

Executive Editor
Laura Lewin

Development Editor
Songlin Qiu

Managing Editor
Kristy Hart

Senior Project Editor
Lori Lyons

Copy Editor
Krista Hansing Editorial
Services, Inc.

Indexer
Tim Wright

Proofreader
Debbie Williams

Technical Reviewers
Michael Gourlay
Joel Martinez
Budirijanto Purnomo

Editorial Assistant
Olivia Basegio

Cover Designer
Chuti Prasertsith

Senior Compositor
Gloria Schurick

Praise for Real-Time 3D Rendering with DirectX and HLSL

I designed and taught the technical curriculum at UCFs FIEA graduate program and was never satisfied with textbooks available for graphics programming. I wish I had Paul Varcholiks book then; it would make the list now.

Michael Gourlay, Principal Development Lead, Microsoft

Modern 3D rendering is a surprisingly deep topic; one that spans several different areas. Many books only focus on one specific aspect of rendering, such as shaders, but leave other aspects with little or no discussion. Real-Time 3D Rendering with DirectX and HLSL takes the approach of giving you a full understanding of what a modern rendering application consists of, from one end of the pipeline to the other.

Joel Martinez, Software Engineer, Xamarin

This practical book will take you on a journey of developing a modern 3D rendering engine through step-by-step code examples. I highly recommend this well-written book for anyone who wants to learn the necessary graphics techniques involved in developing a 3D rendering engine using the latest Direct3D.

Budirijanto Purnomo, GPU Developer Tools Lead, Advanced Micro Devices, Inc.

A great tour of the modern DirectX landscape, with a heavy emphasis on authoring HLSL shaders for common game rendering techniques for C++ developers.

Chuck Walbourn, Senior Design Engineer, Microsoft

Contents-at-a-Glance Contents Acknowledgments I would like to thank the many - photo 2
Contents-at-a-Glance
Contents
Acknowledgments

I would like to thank the many people who helped make this book possible. First, to the wonderful team at Pearson, especially Laura Lewin, Olivia Basegio, and Songlin Qiu. You have made this a truly enjoyable experience.

Next, to my technical reviewers, Joel Martinez, Dr. Michael Gourlay, and Budi Purnomo, for your time and expert advice. Your insights have made this book so much better. A special thanks to Michael Gourlay, who contributed the code for the Runtime Type Information (RTTI) and Factory discussions.

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