Real-Time 3D Rendering with DirectX® and HLSL: A Practical Guide to Graphics Programming
by Paul Varcholik
Overview
Get Started Quickly with DirectX 3D Programming: No 3D
Experience Needed
This 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, you’ll discover shader authoring with HLSL.
You’ll implement basic lighting models, including ambient
lighting, diffuse lighting, and specular highlighting. You’ll
write shaders to support point lights, spotlights, environment
mapping, fog, color blending, normal mapping, and more.
Then you’ll employ C++ and the Direct3D API to develop a
robust, extensible rendering engine. You’ll learn about
virtual cameras, loading and rendering 3D models, mouse and
keyboard input, and you’ll create a flexible effect and
material system to integrate your shaders.
Finally, you’ll extend your graphics knowledge with more
advanced material, including post-processing techniques for color
filtering, Gaussian blurring, bloom, and distortion mapping.
You’ll 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 don’t need any experience with 3D graphics or the
associated math: Everything’s 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