Inside Direct3D 1st Edition by Peter J Kovach – Ebook PDF Instant Download/Delivery. 0735606137, 9780735606135
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Product details:
ISBN 10: 0735606137
ISBN 13: 9780735606135
Author: Peter J Kovach
As Windows”R” becomes a widely accepted platform for popular games, its 3D class libraries continue to gain in popularity with developers. INSIDE DIRECT3D”R” provides the lowdown on Direct3D from a respected writer with solid connections inside the Microsoft Direct3D development group. Last year he wrote INSIDE DIRECTX”R,” which included coverage of Direct3D Retain Mode. Here he writes exclusively about Direct3D Immediate Mode. This title is a long-awaited, well-paced walk through the Direct3D APIs, with emphasis on a few large code samples. It includes the Direct3D 6.0 SDK. It’s ideal for games programmers who need to learn about this technology, and also for non-game programmers who went to add real-time 3D effects and navigation to a Windows application UI.
Inside Direct3D 1st Table of contents:
-
Getting Started with Direct3D
- Installing and Setting Up Direct3D
- Creating a Basic Direct3D Application
- Understanding the Direct3D Device and Context
- Rendering with Direct3D: The Basics
- Direct3D 9 vs. Direct3D 10/11
-
The Direct3D Pipeline
- Overview of the Graphics Pipeline
- Vertex Processing
- Rasterization
- Pixel Shading
- Output Merger Stage
- How the Pipeline Stages Interact
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Managing Resources in Direct3D
- Textures and Texture Mapping
- Buffers: Vertex, Index, and Constant Buffers
- Shader Resources and Samplers
- Resource Management Techniques
- Handling Resource States
-
Shaders and Programmability
- Introduction to Shaders
- HLSL: High-Level Shading Language
- Writing Vertex Shaders
- Writing Pixel Shaders
- Geometry Shaders and Compute Shaders
- Shader Compilation and Optimization
-
Transformations and Matrices
- Transformations in 3D Graphics
- Model, View, and Projection Matrices
- Matrix Operations and Transformations
- World Space, Camera Space, and Screen Space
- Coordinate Systems and Homogeneous Coordinates
-
Lighting and Materials
- Basic Lighting Models
- Ambient, Diffuse, and Specular Lighting
- Lighting Types: Directional, Point, and Spotlights
- Material Properties and Shading Models
- Implementing Lighting in Shaders
-
Advanced Rendering Techniques
- Shadow Mapping and Stencil Shadows
- Reflection and Refraction Effects
- Environment Mapping and Cube Maps
- Post-Processing Effects (Bloom, Motion Blur, etc.)
- Deferred Rendering and Forward Rendering Techniques
-
Optimizing Direct3D Applications
- Performance Bottlenecks and Optimization Techniques
- Managing Draw Calls and State Changes
- Efficient Use of Resources
- GPU Debugging and Profiling Tools
- Minimizing Memory Usage and Bandwidth
-
Handling Input and Events
- Processing Keyboard and Mouse Input
- Handling Joystick and Gamepad Input
- Working with the Windows Message Loop
- Integrating with Windows Input APIs
-
Advanced Topics in Direct3D
- Direct3D 12 and Modern Features
- Multi-threading and Asynchronous Rendering
- Direct3D and Compute Shaders
- Ray Tracing in Direct3D 12
- Cross-platform Considerations (DirectX, Vulkan, etc.)
-
Debugging and Troubleshooting
- Common Direct3D Errors and Their Fixes
- Debugging Direct3D Applications
- Using PIX for Direct3D Debugging
- Performance Profiling Tools
-
Case Studies and Applications
- Real-Time Rendering Techniques in Games
- Visual Effects and Post-Processing in Films
- Interactive Visualizations and Scientific Computing
- Building a Direct3D-Based 3D Engine
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