内容简介

This straightforward, step-by-step text is designed to demystify modern graphics programming, so you can quickly start writing effective, efficient code with DirectX and HLSL.

Long-time graphics programmer and instructor Paul Varcholik starts with a basic primer on 3D graphics and rendering, as well as the essential math and "tools of the trade." Next, he introduces shaders and HLSL, explaining both texture mapping and lighting models.

Varcholik then turns to rendering with DirectX, walking you through using the DirectX API and develops a, robust, extensible rendering engine that complements and integrates a large set of shaders. His hands-on approach presents and thoroughly explains all graphics-specific code: no prior knowledge of 3D graphics or the associated mathematics is required.

Along the way, you'll develop thorough knowledge of the DirectX API and the DirectX graphics pipeline. You'll learn how to integrate shaders with models; and covering both lighting and animation. With this foundation in place, you'll also master several intermediate-level rendering topics, including Multi-Pass Rendering, Post Processing, Shader Optimization, Space Partitioning, and Object Culling.

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豆瓣评论

  • Jacky
    就基本功能来说的话,个人感觉跟Introduction to 3D Game Programming with DirectX 11重复的比较多,而另外一本书应该更详细一些。 但这本的配置代码的架构还是值得了解的02-01
  • Ali e
    相比于Introduction to 3D Game Programming with DirectX 11,比起渲染技术和知识,这本书更注重于渲染框架构建,在学习完相关知识后如果想试着搭建简单的渲染引擎可以参考这本书。05-22

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