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Direct3d Rendering Cookbook Paperback – January 31, 2014
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About This Book
- Learn and implement the advanced rendering techniques in Direct3D 11.2 and bring your 3D graphics project to life
- Study the source code and digital assets with a small rendering framework and explore the features of Direct3D 11.2
- A practical, example-driven, technical cookbook with numerous illustrations and example images to help demonstrate the techniques described
Who This Book Is For
Direct3D Rendering Cookbook is for C# .NET developers who want to learn the advanced rendering techniques made possible with DirectX 11.2. It is expected that the reader has at least a cursory knowledge of graphics programming, and although some knowledge of Direct3D 10+ is helpful, it is not necessary. An understanding of vector and matrix algebra is required.
What You Will Learn
- Set up a Direct3D application and perform real-time 3D rendering with C# and SharpDX
- Learn techniques for debugging your Direct3D application
- Render a 3D environment with lights, shapes, and materials
- Explore character animation using bones and vertex skinning
- Create additional surface detail using tessellation with displacement mapping and displacement decals
- Implement image post-processing tasks within compute shaders
- Use real-time deferred rendering techniques to implement improved shading for lighting and shadows
- Learn to Program the graphics pipeline with shaders using HLSL implemented by Shader Model 5
In Detail
The latest 3D graphics cards bring us amazing visuals in the latest games, from Indie to AAA titles. This is made possible on Microsoft® platforms including PC, Xbox consoles, and mobile devices thanks to Direct3D– a component of the DirectX API dedicated to exposing 3D graphics hardware to programmers. Microsoft DirectX is the graphics technology powering all of today's hottest games. The latest version— DirectX 11—features tessellation for film-like geometric detail, compute shaders for custom graphics effects, and improved multithreading for better hardware utilization. With it comes a number of fundamental game changing improvements to the way in which we render 3D graphics.
Direct3D Rendering Cookbook provides detailed .NET examples covering a wide range of advanced 3D rendering techniques available in Direct3D 11.2. With this book, you will learn how to use the new Visual Studio 2012 graphics content pipeline, how to perform character animation, how to use advanced hardware tessellation techniques, how to implement displacement mapping, perform image post-processing, and how to use compute shaders for general-purpose computing on GPUs.
After covering a few introductory topics about Direct3D 11.2 and working with the API using C# and SharpDX, we quickly ramp up to the implementation of a range of advanced rendering techniques, building upon the projects we create and the skills we learn in each subsequent chapter. Topics covered include using the new Visual Studio 2012 graphics content pipeline and graphics debugger, texture sampling, normal mapping, lighting and materials, loading meshes, character animation (vertex skinning), hardware tessellation, displacement mapping, using compute shaders for post-process effects, deferred rendering, and finally bringing all of this to Windows Store Apps for PC and mobile. After completing the recipes within Direct3D Rendering Cookbook, you will have an in-depth understanding of a range of advanced Direct3D rendering topics.
- Print length430 pages
- LanguageEnglish
- PublisherPackt Pub Ltd
- Publication dateJanuary 31, 2014
- Dimensions7.5 x 0.87 x 9.25 inches
- ISBN-101849697108
- ISBN-13978-1849697101
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Product details
- Publisher : Packt Pub Ltd (January 31, 2014)
- Language : English
- Paperback : 430 pages
- ISBN-10 : 1849697108
- ISBN-13 : 978-1849697101
- Item Weight : 1.62 pounds
- Dimensions : 7.5 x 0.87 x 9.25 inches
- Best Sellers Rank: #6,026,867 in Books (See Top 100 in Books)
- #41 in DirectX Software Programming
- #356 in Rendering & Ray Tracing
- #1,316 in C# Programming (Books)
- Customer Reviews:
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The gist of the book feels like its tagline should be "Learn DirectX, if you already know DirectX", to which point one must ask, why do i need the book? That sounds harsh, and perhaps is a little, i am finding value, but it is requiring far more digging than I'd have expected. The book feels as though the author was cornered into a very tight schedule, and the editor hacked the book into disjointed pieces.
I give 3 stars as it has value, but with some polishing the transfer of knowledge would have been much smoother to a broad audience.
note: prior to even reading the preface, I hand marked all errata available against the book (3 grammatical errors. :\)
Chapter 1:
Reasonably easy to follow, about 2 hours of study. It starts out with a brief description of what everything is, and then implements it, and then explains what each line meant. I liked this chapter overall.
Errors/Omissions:
P42, PresentFlags.RestrictToOutput is not present in DX11.0, I used ".Restart" instead and looked at the output, similar effect to the author's intent.
Chapter 2:
This chapter seems very disjointed, and disappointing. First, the code examples in the book are of the nature:
public class D3DApp : D3DApplicationDesktop
{
public PrimativesApp (Form window) : base(window) {}
...
}
two things bugged me, one the constructor wasn't name correctly in print, and two, the '...', There is a lot of dot dot dot in this chapter, and for good reason, the chapter implements a Common library with all kinds of goodies. But the ... kills me in that when i compare my code I'm writing to the example, the first example has jumped to ~300 lines of code. Its more or less left unexplained. The chapter then jumps to disposal and re initialization of COM objects for window resizing, to which point i start wondering, where is my triangle on the screen?
side note: After a few hours of frustration (error: "Copy" returns with -1), I discovered the CH2+ projects only open if run via the .SLN file at the top level of the demo code & Right click -> Set as start up project to get your specific project. probably my fault for not noticing the sln file till then.
To help you gage how relevant my review is for you, this is my background/motivation:
I have no prior experience with DirectX, or OpenGL. I purchased this book as well as Computer Graphics 3rd ed. (quickly learned that was not a self-study book) in order to teach myself 3D Graphics. I do understand matrix math pretty well, used MATLAB extensively in college to that end (physics/Engineering projects).
My level of experience is lambdas make me feel squirmy on the inside, but i can work my way through them. (~1 yr of hobby programming)
using Device1 = SharpDX.Direct3D11.Device1;
I've been using the SharpDX.Direct3D11 nuget package instead of downloading binaries and this type is missing.
Am I doing something wrong? How could I fix this problem? Books does not explains anything about NuGet packages usage.
This is also one of the few books I have seen that covers multi-threaded rendering (increasingly relevant in modern engines), deferred shading and GPGPU techniques (physics even) outside of expert reference books such as what you would find in the GPU Pro series.
The majority of the book uses sets of instructions to implement each technique, with explanations left to the end, once you're done implementing the technique. This may force you to jump around a bit if you do not understand certain parts of the technique and can't wait until you've finished every step. This book is most effective if you read ahead, gain an understanding of the technique and then follow the steps to implement. You won't be flipping pages back and forth, and all of the instructions are in one place, making it much easier to find each step.
As you work through each technique and concept the author also provides some extra reading on the topic, which enables you to learn further or find answers to any questions you may have.
I would recommend this book to anyone who is interested in having a solid resource for 3D development that will last them past the basics. You will need to understand C# if you do not already to get the most out of this book, and if you want to use this for game development then you will need to look elsewhere for every other aspect, however supplemented by other learning, this book can be very useful.
I received a copy of this book from Packt Publishing for review purposes.
Top reviews from other countries
5.0 out of 5 stars Umfangreich und toll erklärt
Das Inhaltsverzeichnis verspricht alles von der Einführung, Architektur der GPU, Shaderprogrammierung bis hin zur Verwendung von Kollisionsberechnung um nur einige zu nennen. Alles wird so erklärt, dass man zur SharpDX auch die entsprechende native / unmanaged Referenz kennenlernt und die Beispiele sind gut erläutert und detailliert schrittweise beschrieben.
Einziges Manko: Wer sich auch mit einer E-Book Variante des Buches anfreunden kann, kann hier jede Menge Geld sparen (Stand August 2014)






