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Practical Rendering and Computation with Direct3D 11 Hardcover – July 27, 2011
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Practical Rendering and Computation with Direct3D 11 packs in documentation and in-depth coverage of basic and high-level concepts related to using Direct 3D 11 and is a top pick for any serious programming collection. … perfect for a wide range of users. Any interested in computation and multicore models will find this packed with examples and technical applications.
—Midwest Book Review, October 2011
The authors have generously provided us with an optimal blend of concepts and philosophy, illustrative figures to clarify the more difficult points, and source code fragments to make the ideas concrete. Of particular interest is the chapter on multithreaded rendering, a topic that is essential in a multicore world. Later chapters include many examples such as skinning and displacement, dynamic tessellation, image processing (to illustrate DirectCompute), deferred rendering, physics simulations, and multithreaded paraboloid mapping. As if all this is not enough, the authors have made available their source code, called Hieroglyph 3. Books do not get any better than this!
—David Eberly, Geometric Tools
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Top Customer Reviews
Practical rendering is by no means a poor book. It authors are Microsoft DirectX Most Valuable Professionals. This means the material presented is accurate and well written, but it fails on too many fronts to be considered great. The first half of the book is dedicated to explaining the Direct3D 11 Pipeline or at least it tries to. What you get is ultimately a regurgitation of the freely available DX documentation. The authors do little to actually explain the behind the scenes workings and I have a feeling if it is your first foray into DX you will be quickly lost. The one bit of explanation they routinely throw at you is through the use of images to explain concepts. This sounds excellent until you realize what it really means. You get images like a cube with six exploded sides demonstrating a cube map (which is sadly one of the better images) and my personal favorite, an image of a sphere in three different positions to demonstrate translations. This examples may sound petty, but if you read this book you will constantly roll your eyes at the ridiculousness of these listings. Code listings for the book's first half are no better. They are literally ripped from Microsoft's documentation and dumped on the page in an unremarkable matter.
The book improves in it's second half with more concrete examples of the concepts. They are actually interesting reads and very well explained compared to the first half. Unfortunately, here is where the book's biggest problem comes in.Read more ›
This is in stark contrast to the last DirectX 11 book I read by Frank Luna. Luna’s text was great, don’t get me wrong. But it was very focused on producing functional demos to showcase certain effects (like shadow mapping or ambient occlusion). Instead Zink chooses to go totally knee-deep into the API itself and, as a reader, I came away much more confident that I understood the material. Just as an example, early on in the book there is a 100 page chapter just on resources. Most other tutorials would briefly show how to create a buffer, and then move on other stuff. Not here. In fact, the next 200 pages of the book is just about how the pipeline works. It’s really great, and rare to find such insight.
Don’t be fooled, there is certainly code in these pages, and there are a few examples. The book covers some topics like deferred rendering, multi-threaded graphics, dynamic tessellation, and physics.Read more ›
Recommended for experienced users.
First, Windows XP can't work with DirectX 11.
This isn't a beginner's book. If you started but didn't know , no worries. My advice though is to stop & read or if you want, have beside you an introductory book. You'll surely have a better learning experience with this book if you did. There are several out there. One that is notably popular that's an all-in-one (3D, graphics, gaming) book & the one I best recommend is Frank Luna's "Introductory to 3D Game Programming with DirectX 11." He has written other books like these for previous versions of DirectX too.
This book is packed & technical with abundant knowledge on the subject & given to you in a logical way. What you get from this book is split up into 2 parts: You first learn the API design. Then you apply what you learned through practical rendering in which you learn how to design & implement algorithms for this purpose. Direct 3D 11 has significant features unlike previous versions . Some of these are new multi-threading ways, general purpose GPU computation & things in the Tessellation stage you can do.
Some important differences in the DirectX documentation:
1. gives more low-level details on the API functions
(at a technical level)
2. less info. on how to map higher level Rendering/Computation
concepts -to actual API & hardware pipelines
3. may have less focus on what an api is used for
4. may have less focus on the practical uses which the book's primary
focus is aimed at.
I have explored this documentation to some extent. It is an exhaustive reference that comes with the DirectX SDK.Read more ›
Most Recent Customer Reviews
Very specific to Direct3D, which is fine as that's how it's advertised. It's a great book in terms of detail on setting up the various types of buffers, resources, resource views,... Read morePublished 4 months ago by Davepl
Too much theory with not much practical guidelines. Extremmely hard to learn from the beginning. But excelent as a library reference.Published 4 months ago by Thales Carvalho de Medeiros
The book is devoted to Direct3D and provides usable examples for using D3D in real-time rendering!
It can not be used as tutorial, so if you want to program Direct3D 11. Read more
This books does a good job at covering the subject however, i found it to be very boring to read. I much prefer the approach used by Frank D. Luna in his DirectX books.Published on March 31, 2013 by Clockwork
i like this book. i can study lot of things from this book.i like this book. i can study lot of things from this bookPublished on October 28, 2012 by ivy
I was ready to buy this book until I read Patrick's comment.
My problem with buying this book is trying to learn a technology like Direct3D11 but using someone's "engine" for... Read more
This book starts out by covering the DX11 pipeline, resources, and associated DX11-specific features like multi-threaded rendering and tesselation in a way that's easy to... Read morePublished on March 5, 2012 by Jason M Kinzer
I purchased this book with hope of a real and serious book about general Direct3D11 API
I'm going to sell it right now, it was a complete delusions. Read more
I picked this book up to bring myself up to speed with Direct3D. My previous experience with low-level D3D (as opposed to engine-level) was 10 years ago. Read morePublished on December 31, 2011 by N. McDaniel