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9781936420223 Add to Cart Academic Inspection Copy

Introduction to 3D Game Programming w DirectX11 BK/CD

  • ISBN-13: 9781936420223
  • Publisher: MERCURY LEARNING
    Imprint: MERCURY LEARNING
  • By Frank Luna
  • Price: AUD $95.00
  • Stock: 0 in stock
  • Availability: This book is temporarily out of stock, order will be despatched as soon as fresh stock is received.
  • Local release date: 12/04/2012
  • Format: Mixed media product (229.00mm X 178.00mm) 600 pages Weight: 1380g
  • Categories: Games development & programming [UMK]
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Biography
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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, the compute shader, dynamic shader linkage and covers advanced rendering techniques such as screen-space ambient occlusion, level-of-detail handling, cascading shadow maps, volume rendering, and character animation. It also includes a companion CD-ROM with code and figures.
FRANK D. LUNA is a software engineer for medical devices. He has been programming interactive 3D graphics for more than ten years and has been using DirectX since v5. He is the author of three bestselling books on DirectX and lives in San Diego.
1 Part I - Mathematical Prerequisites. Vector Algebra. Matrix Algebra. Transformations.; Part II - Direct3D Foundations. Direct3D Initialization. The Rendering Pipeline. Lighting. Texturing. Blending. Stenciling. The Geometry Shader. The Hardware Tessellation Shaders. The Compute Shader.; Part III - Direct3D Topics. Ambient Occlusion. Cube Mapping. Normal Mapping. Shadow Mapping. Cascaded Shadow Maps. Meshes. Quaternions. Character Animation. Picking. Volume Rendering. Terrain Rendering. Atmospheric Scattering and Cloud Rendering. Particle Systems and Stream Output. Appendices. Introduction to Windows Programming. High-Level Shading Language Reference. Some Analytic Geometry.
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