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Practical Rendering and Computation with Direct3D 11 [Hardcover]

Jason Zink , Matt Pettineo , Jack Hoxley
4.2 out of 5 stars  See all reviews (11 customer reviews)

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Book Description

July 27, 2011

Direct3D 11 offers such a wealth of capabilities that users can sometimes get lost in the details of specific APIs and their implementation. While there is a great deal of low-level information available about how each API function should be used, there is little documentation that shows how best to leverage these capabilities. Written by active members of the Direct3D community, Practical Rendering and Computation with Direct3D 11 provides a deep understanding of both the high and low level concepts related to using Direct3D 11.

The first part of the book presents a conceptual introduction to Direct3D 11, including an overview of the Direct3D 11 rendering and computation pipelines and how they map to the underlying hardware. It also provides a detailed look at all of the major components of the library, covering resources, pipeline details, and multithreaded rendering. Building upon this material, the second part of the text includes detailed examples of how to use Direct3D 11 in common rendering scenarios. The authors describe sample algorithms in-depth and discuss how the features of Direct3D 11 can be used to your advantage.

All of the source code from the book is accessible on an actively maintained open source rendering framework. The sample applications and the framework itself can be downloaded from http://hieroglyph3.codeplex.com

By analyzing when to use various tools and the tradeoffs between different implementations, this book helps you understand the best way to accomplish a given task and thereby fully leverage the potential capabilities of Direct3D 11.


Frequently Bought Together

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
Price for all three: $136.38

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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


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: 7.5 x 1.4 x 9.2 inches
  • Shipping Weight: 3.3 pounds (View shipping rates and policies)
  • Average Customer Review: 4.2 out of 5 stars  See all reviews (11 customer reviews)
  • Amazon Best Sellers Rank: #116,447 in Books (See Top 100 in Books)

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Customer Reviews

4.2 out of 5 stars
(11)
4.2 out of 5 stars
Most Helpful Customer Reviews
25 of 27 people found the following review helpful
3.0 out of 5 stars Unremarkable October 23, 2011
Format:Hardcover|Amazon 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. The authors have elected to use Jason Zink's Hieroglyph 3 engine as the basis for all of their examples. While I'm certain Mr. Zink's engine is of a high quality, it is a huge mistake. The justification for it's use is so we as readers are not bogged down in minutia when it comes to initializing Direct3D and Win32. In practice, it fails to allow us experience in initializing Direct3D. This is a fairly important component of using the API and it's dismissal is absurd. You will be forced to return to the documentation of the DXSDK in order to find anything of use, unless you want to be locked into the Hieroglyph engine. The biggest problem with authors using their own engines is in the changes that occur over time. Including raw DX and Win32 code allows future use even through subsequent DXSDK changes with a minimal of rewriting. The Hieroglyph engine is already changing from the version when the book was published just a few short months ago. Nowhere is this more apparent than in the books appendix stating that the Boost libraries are required for building the engine. On the engines homepage, this dependency has already been removed. This isn't a big deal for now, but does speak to the rate at which libraries tend to change overtime. It is entirely possible in the future the engine will have changed so much it's usefulness will suffer. Because of the use of the Hieroglpyh engine, all of the examples focus on shader code and leave everything else up to the engine itself. This is not particularly useful when you want to learn how to code in D3D11 from the ground up.

While the authors have presented a few useful chapters, the book fails to deliver consistently. If you are looking for anything other than a few shader code examples of trendy topics, you will have to look elsewhere. I recommend picking up Frank D. Luna's Direct3D 10 book to learn the fundamentals of DX programming. Afterward the Direct3D 11 documentation will be more than sufficient at highlighting the differences in the older and newer APIs. If you want the examples this book offers, I would suggest a GPU pro or ShaderX book as they are considerably heavier on content and will provide many more examples than this book provides. Again, it is not a bad book and if I were looking for strict documentation this would be high on my list. It's weakness however is in striking a balance between documentation like theory and cohesive examples of implementation.
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2 of 3 people found the following review helpful
5.0 out of 5 stars Great book for learning Direct3D 11 API 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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3.0 out of 5 stars A decent book March 31, 2013
Format:Hardcover|Amazon 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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Most Recent Customer Reviews
5.0 out of 5 stars good
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 book
Published 6 months ago by ivy
3.0 out of 5 stars My comment on Patrick Rouse informative comment
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
Published 12 months ago by cucotx
5.0 out of 5 stars A good introduction to DX11 with great examples
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 more
Published 14 months ago by Jason M Kinzer
2.0 out of 5 stars A delusion
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
Published 16 months ago by Vincenzo Chianese
5.0 out of 5 stars Worth the price and read
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 more
Published 16 months ago by N. McDaniel
5.0 out of 5 stars The Best Book Explaining the Direct3D 11 API
I almost never write reviews for a book, but I had to stop reading it (3 chapters in) and write a review. Read more
Published 18 months ago by Joshua Horns
5.0 out of 5 stars Just the book I needed.
After playing with Direct3D 11 for a while and being a convert from D3D9 I was still getting a bit of headaches. Read more
Published 19 months ago by Sebastian
5.0 out of 5 stars Awesome!
I have only read the first 76 pages of this book thus far and have skimmed through the rest of it. I must say, this is the best book that I have seen on Direct3D. Read more
Published 19 months ago by FrankieC
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