Introduction to 3D Game Programming with DirectX 11

  • 13h 17m
  • Frank D. Luna
  • Mercury Learning
  • 2012

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.

Features: Provides an introduction to programming interactive computer graphics, with an emphasis on game development using DirectX 11; Covers new Direct3D 11 features

About the Author

Frank Luna 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 has professionally worked on 3D medical imaging software, machine motion simulation tools, mobile games, and architectural design software, all using Direct3D. He holds a BS in Mathematics from the University of California, Irvine.

In this Book

  • Vector Algebra
  • Matrix Algebra
  • Transformations
  • Direct3D Initialization
  • The Rendering Pipeline
  • Drawing in Direct3D
  • Lighting
  • Texturing
  • Blending
  • Stenciling
  • The Geometry Shader
  • The Compute Shader
  • The Tessellation Stages
  • Building a First Person Camera
  • Instancing and Frustum Culling
  • Picking
  • Cube Mapping
  • Normal Mapping and Displacement Mapping
  • Terrain Rendering
  • Particle Systems and Stream-Out
  • Shadow Mapping
  • Ambient Occlusion
  • Meshes
  • Quaternions
  • Character Animation
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