Get Started Quickly with DirectX 3D Programming: No 3D
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.
• 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
Table of Contents
- About This eBook
- Title Page
- Copyright Page
- Praise for Real-Time 3D Rendering with DirectX and HLSL
- About the Author
Part I: An Introduction to 3D Rendering
- Chapter 1. Introducing DirectX
- Chapter 2. A 3D/Math Primer
- Chapter 3. Tools of the Trade
Part II: Shader Authoring with HLSL
- Chapter 4. Hello, Shaders!
- Chapter 5. Texture Mapping
- Chapter 6. Lighting Models
- Chapter 7. Additional Lighting Models
- Chapter 8. Gleaming the Cube
- Chapter 9. Normal Mapping and Displacement Mapping
Part III: Rendering with DirectX
- Chapter 10. Project Setup and Window Initialization
- Chapter 11. Direct3D Initialization
- Chapter 12. Supporting Systems
- Chapter 13. Cameras
- Chapter 14. Hello, Rendering!
- Chapter 15. Models
- Chapter 16. Materials
- Chapter 17. Lights
Part IV: Intermediate-Level Rendering Topics
- Chapter 18. Post-Processing
- Chapter 19. Shadow Mapping
- Chapter 20. Skeletal Animation
- Chapter 21. Geometry and Tessellation Shaders
- Chapter 22. Additional Topics in Modern Rendering
- Title: Real-Time 3D Rendering with DirectX® and HLSL: A Practical Guide to Graphics Programming
- Release date: May 2014
- Publisher(s): Addison-Wesley Professional
- ISBN: 9780133570120