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.
eBook Customers:Companion files are available for downloading with order number/proof of purchase by writing to the publisher at info@merclearning.com.Part I 1) Mathematical Prerequisites 2) Vector Algebra 3) Matrix Algebra 4) Transformations
Part II 5) Direct3D Foundations 6) Direct3D Initialization 7) The Rendering Pipeline 8) Lighting 9) Texturing 10) Blending 11) Stenciling 12) The Geometry Shader 13) The Hardware Tessellation Shaders 14) The Compute Shader
Part III 15) Direct3D Topics 16) Ambient Occlusion 17) Cube Mapping 18) Normal Mapping 19) Shadow Mapping 20) Cascaded Shadow Maps 21) Meshes 22) Quaternions 23) Character Animation 24) Picking 25) Volume Rendering 26) Terrain Rendering 27) Atmospheric Scattering and Cloud Rendering 28) Particle Systems and Stream Output
Appendices 1) Introduction to Windows Programming 2) High-Level Shading Language Reference 3) Some Analytic GeometryUpdated bestseller provides an introduction to programming interactive computer graphics, with an emphl£!