I'm just starting to learn DirectX11 and I've found this book to be a great introduction. It goes into a lot of detail, especially in what the functions are for and the math behind it all. Before I read this book I did go through a different textbook that was more of a high-level overview, so it made this book easier to digest.
The examples in the book all work for me, though I did have to do some modifications to the code so it would run on a DirectX10 graphics card. I would recommend this book to anyone learning DirectX11 for the first time.
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Introduction to 3D Game Programming with DirectX 11 Paperback – Feb. 28 2012
by
Frank Luna
(Author)
| Frank Luna (Author) Find all the books, read about the author and more. See search results for this author |
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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. Includes a companion CD-ROM with code and figures.
Brief Table of Contents:
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
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. Includes a companion CD-ROM with code and figures.
Brief Table of Contents:
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
- ISBN-101936420228
- ISBN-13978-1936420223
- EditionPap/DVD
- PublisherMercury Learning
- Publication dateFeb. 28 2012
- LanguageEnglish
- Dimensions17.78 x 4.45 x 22.86 cm
- Print length600 pages
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Product description
Review
intended for C++ programmers and other intermediate level 3D programmers interested in the intricacies of DirectX, this volume on game oriented 3D graphics provides practical instruction for performing common tasks within this popular Microsoft Windows based graphics API. Beginning with an overview of required mathematical prerequisites, the volume covers topics such as Direct 3D foundational principles; lighting, texturing, and blending; shaders; cube mapping; ambient occlusion; meshes; and character animation. A series of appendices cover technical data and additional advanced topics and examples. Chapters include numerous code examples and screenshots, as well as chapter exercises. An accompanying DVD includes source code and digital copies of all example images used in the text. Luna is a 3D programming expert and the author of several books on DirectX programming.
With the latest developmental tools, one can create wonderful and vivid worlds. "3D Game Programming with DirectX 11" elaborates on how to get the most out the DirectX tools, the processes used by many recent 3D game developers. Frank D. Luna explores the newest developments that come with this edition of DirectX, how to make the most of 3D lighting, texturing, reflections, animation, and other vital elements. With exercises to practice with the ideas within, and a DVD with further resources and lessons, "3D Game Programming with DirectX 11" is a strong pick for anyone seeking to further their skills, be it for their career or as a hobby.
With the latest developmental tools, one can create wonderful and vivid worlds. "3D Game Programming with DirectX 11" elaborates on how to get the most out the DirectX tools, the processes used by many recent 3D game developers. Frank D. Luna explores the newest developments that come with this edition of DirectX, how to make the most of 3D lighting, texturing, reflections, animation, and other vital elements. With exercises to practice with the ideas within, and a DVD with further resources and lessons, "3D Game Programming with DirectX 11" is a strong pick for anyone seeking to further their skills, be it for their career or as a hobby.
About the Author
Frank Luna has been programming interactive 3D graphics with DirectX for more than fifteen years. He is the author of three bestselling books on DirectX and has worked in 3D medical visualization, 3D architectural design software, and gaming. He holds a BS in mathematics from the University of California, Irvine.
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Product details
- Publisher : Mercury Learning; Pap/DVD edition (Feb. 28 2012)
- Language : English
- Paperback : 600 pages
- ISBN-10 : 1936420228
- ISBN-13 : 978-1936420223
- Item weight : 1.47 kg
- Dimensions : 17.78 x 4.45 x 22.86 cm
- Best Sellers Rank: #625,837 in Books (See Top 100 in Books)
- #6 in Direct3D & DirectX Programming
- #324 in .NET Development
- #511 in Graphics & Visualization Textbooks
- Customer Reviews:
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Reviewed in Canada on April 29, 2013
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Helpful
Reviewed in Canada on March 14, 2016
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Very good book.
Reviewed in Canada on September 13, 2015
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good book!
Top reviews from other countries
Chris Donnelly
3.0 out of 5 stars
A flawed Gem
Reviewed in the United Kingdom on February 12, 2017Verified Purchase
Pretty much a 'de-facto' DirectX 11 book, this covers the basics (from a quick chapter on linear algebra) to advanced topics (shaders, shadows, etc). This book is a 'framework' book - building your own framework or 'engine' (not really an engine at all). This sits well with some, not with others. I prefer a smaller approach, so as not to drown the reader in your chosen design decisions, etc. Sadly, due to the advances of Operating systems and technology, this framework is difficult to compile under newer operating systems, compilers and SDKs, although this isn't Luna's fault at all. He has addressed this on his website (in part) at d3dcoder.net
The shader work is also focused on the effects framework - which has deprecated (although moved to open source), and can be tricky to implement on modern operating systems (Windows 10 'creators' edition at the time of writing). A chapter which deals with shader functionality alone (no fraeworks) would help the user understand how not to depend on libraries, frameworks and structures which may deprecate.
Overall, a must-own if you want to learn D3D11, but remember - if you're not using Windows 7 and Visual studio 2010, you may need to translate a lot of this work into another framework yourself - which the book could have avoided.
The shader work is also focused on the effects framework - which has deprecated (although moved to open source), and can be tricky to implement on modern operating systems (Windows 10 'creators' edition at the time of writing). A chapter which deals with shader functionality alone (no fraeworks) would help the user understand how not to depend on libraries, frameworks and structures which may deprecate.
Overall, a must-own if you want to learn D3D11, but remember - if you're not using Windows 7 and Visual studio 2010, you may need to translate a lot of this work into another framework yourself - which the book could have avoided.
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J. A. White
4.0 out of 5 stars
Good Book - Read caveat in review for readers using Windows 8 and later.
Reviewed in the United Kingdom on June 25, 2015Verified Purchase
50% of the book covers much of the material in the author's book for Direct 3D9. However, Direct3D11 is so completely different to Direct3D9 that you really need the book. (For example, you have to use programmable shaders with Direct3D11 which was optional with Direct3D9.)
The reason I didn't give the book 5 stars is that the source code for the book uses the Microsoft D3DX library that is not available for Windows 8 and some tweaking is required to get the examples working. At the time the book was written, using D3DX was a reasonable approach so it's not really the author's fault.
However, there is still a lot in the book that does not require D3DX and the book explains the material really well. There's lots of exercises and the book comes with a CD. Bear in mind that it's not a simple subject.
The reason I didn't give the book 5 stars is that the source code for the book uses the Microsoft D3DX library that is not available for Windows 8 and some tweaking is required to get the examples working. At the time the book was written, using D3DX was a reasonable approach so it's not really the author's fault.
However, there is still a lot in the book that does not require D3DX and the book explains the material really well. There's lots of exercises and the book comes with a CD. Bear in mind that it's not a simple subject.
One person found this helpful
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9bjames
3.0 out of 5 stars
Definitely a good book, although it's not brilliant at walking you ...
Reviewed in the United Kingdom on November 24, 2015Verified Purchase
Definitely a good book, although it's not brilliant at walking you through how to put everything together from start to finish. DirectX is a confusing subject in and of itself, so it's recommend to have a strong understanding of programming as a bare minimum (also don't forget a brick wall to bang your head against... this is seriously hard stuff).
Callum
5.0 out of 5 stars
Great introduction to DirectX and Direct Compute
Reviewed in the United Kingdom on February 18, 2013Verified Purchase
I'm fairly new to C++ but still found this book great; a no nonsense guide to getting started with 3D graphics. It assumes no prior knowledge of gpu programming and takes the reader from the basics of device initialization up to more fancy Directx 11 features such as tessellation and direct compute. A basic knowledge of C++ is essential - though I've never worked with COM objects I got along just fine. It helps if your linear and vector algebra is up to scratch, but there are a couple of refresh chapters if you are rusty. There are nicely illustrated diagrams throughout the book to help visualize the effects of some of the algorithms. All the example code is well commented, clean and compiles successfully under the free version of Visual studio 2010 (Remember to get the microsoft windows sdk, it is not included in the free version).
2 people found this helpful
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Paolo
5.0 out of 5 stars
Very nice reference book
Reviewed in the United Kingdom on February 16, 2013Verified Purchase
I wanted a book specific on DX11 and I found the Mr Luna had a long history in DX books, reading the comment on the previous editions of his books I bought it and I reccomend it as well organized manual about DX11. It also covers some basic concepts related with Computer Graphic. It requires a basic knowledge of C++ but if you are familiar with COM, it's better.





