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Practical Rendering and Computation with Direct3D 11 Hardcover


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Practical Rendering and Computation with Direct3D 11 + Introduction to 3D Game Programming with DirectX 11 + Mathematics for 3D Game Programming and Computer Graphics, Third Edition
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Product Details

  • Hardcover: 648 pages
  • Publisher: A K Peters/CRC Press; 1 edition (July 27, 2011)
  • Language: English
  • ISBN-10: 1568817207
  • ISBN-13: 978-1568817200
  • Product Dimensions: 9.3 x 7.8 x 1.4 inches
  • Shipping Weight: 3.3 pounds (View shipping rates and policies)
  • Average Customer Review: 4.2 out of 5 stars  See all reviews (12 customer reviews)
  • Amazon Best Sellers Rank: #596,900 in Books (See Top 100 in Books)

Editorial Reviews

Review

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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Customer Reviews

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I must say, this is the best book that I have seen on Direct3D.
FrankieC
All in all, authors made it clear they want a reader to get to know API so well so that he could implement any idea on its own.
Sebastian
My advice though is to stop & read or if you want, have beside you an introductory book.
Anonymous787

Most Helpful Customer Reviews

28 of 30 people found the following review helpful By Patrick Rouse on October 23, 2011
Format: Hardcover Verified Purchase
With it having been several years since I last worked with Direct3D (DX9), I wanted a book as a refresher in the DirectX way of doing things when I decided to return to computer graphics. What I got, was largely unspectacular.

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.
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1 of 1 people found the following review helpful By Anonymous787 on August 27, 2013
Format: Hardcover
Conclusion : all around practical guide, highly beneficial, excellent reference
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.
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2 of 3 people found the following review helpful By Vahid Kazemi on August 26, 2011
Format: Hardcover
This is probably one of the books I've been waiting for, for a long time now! It starts from scratch, covers all the fundamentals of Direct3D API including Tesselation, Direct Compute, and Multi-threaded Rendering. But it doesn't stop there and goes further by giving tutorials of how to use the API to do animation and skinning, terrain rendering, image processing, deferred rendering and more. I will definitely recommend this book.
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By Clockwork on March 31, 2013
Format: Hardcover Verified Purchase
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.
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Format: Hardcover Verified Purchase
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 understand. It then provides a number of concrete examples covering various rendering topics that specifically eschew the simple. Instead, they are well-explained implementations covering areas such as deferred rendering, tesselation-based terrain rendering, vertex skinning, and GPU particles, to name a few. If you're interested in any of the advanced topics the book covers, it pays for itself here as the combination of good explanation and implementation can be hard to find.

Note the examples are implemented using the Hieroglyph3 engine available on Codeplex and I found this to work quite well. The engine structure maps closely enough to DX11 constructs that you're not fighting abstractions to see them clearly, yet streamlines them enough that you don't feel like you're missing the forest for the trees of API-related minutia. Indeed, I found the engine itself interesting enough that I would have purchased the book based soley on that criterion.

Note finally the book does not advertise "beginning" in the title, and is not the only resource you'll want for learning the fundamentals. This is a good thing however because good books along those lines already exist and the pages are best spent elsewhere. I've personally used this book in conjunction with titles like "Introduction to 3D Game Programming with DirectX 10" and "Real-Time Rendering", and found them to complement each other nicely.
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