- 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: 8 x 1.2 x 9.8 inches
- Shipping Weight: 3.3 pounds (View shipping rates and policies)
- Average Customer Review: 19 customer reviews
- Amazon Best Sellers Rank: #1,262,775 in Books (See Top 100 in Books)
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Practical Rendering and Computation with Direct3D 11 1st Edition
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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
Top customer reviews
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My problem with buying this book is trying to learn a technology like Direct3D11 but using someone's "engine" for it. I think Patrick is absolutely right. IMO, a better book would have been to show the behind the scenes on how to use the SDK provided by Microsoft for Direct3D. The initialization for it, the required structures and the whys. Any issues with threading. Any issues dealing with why we would need to reset the Factory and other objects ... Then, and only then, if there is room in the book, may be show how to make proper use of a graphics engine. But, the emphasis should be on the Direct3D SDK first.
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. What I liked about the examples is that only the bare minimum amount of code was shown. Just enough to understand the key concepts without getting bogged down with boiler-plate code. It also made reading along much nicer, without having to feel like you need to get up every 5 minutes and type something in on a PC. Plus, the source code for the examples, and the author’s engine, are available for free online. So no need to type either way.
One thing I really enjoyed was the discussion on DirectCompute and on compute shaders. There are hardly any books covering DirectCompute, so it’s great to see so much space dedicated to the API. I am very interested in using this in my own engine, though it’s difficult to find information on the topic. Practical Rendering and Computation includes several chapters using compute shaders, for example to do image processing (blur). There was also a good amount of space given for tessellation. So if you are at all interested in these specific topics, it’s pretty much a no-brainer to get this book.
One other thing. Mad props to Jason Zink for being available to the community. You’ll find him on the gamedev.net forums, even helping out newbies with their 3D questions. Much respect.
All-in-all, this was quite an eye-opening read. I mean, after reading the Luna book and doing some online tutorials, I thought I knew about DirectX 11. Well, I knew something. But this book went much further than what I had previously seen on the topic. I would even recommend reading this *before* Frank Luna’s book, as I think that would flow a little better. Get the foundation solid, and then start learning how to code specific effects. Anyway, this book comes highly recommended by me if you are attempting to learn Direct3D.
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. Its directory is well-structured which also has information on previous DirectX versions. There's a lot of example programs you can explore. The Windows SDK for Windows 8 should contain a newer DirectX SDK . For more on this, go to [...]
There's lots of information given on various topics which some are grouped. A helpful, visual aid to facilitate learning Direct3D 11 is the Hieroglyph3 framework & the enjoyable practice programs you can work with that were built with the framework. Many parts of the book are clear, easy & understandable. But be on guard for the difficult & complex stuff that lies ahead. Overall, book isn't a light reading but it deserves your time, patience, & appreciation of the hardwork that the authors poured out into it. It certainly is one of the best & finest reference books on Direct3D 11 & should be added to your collection.
Some Favorites: Hieroglyph(3) is open source & an ongoing project, programs
Improvements: There's a lot covered & it's fine to put it all in one book. But to make it worthwhile, please give more attention & effort to explain better & with examples the numerous areas of the books that were difficult.
Here's a shortcut preview what you'll learn: (taken from book)
Part 1: Direct3D 11 Foundations
Direct3D 11: overall library structure, major functional API portions, how application interacts
Direct 3D Resources: many variations of memory-based resources 1. details each type 2. how to create them 3. where 4. when to use
Rendering Pipeline: mechanics, general uses, how each stage fits
Tessellation Pipeline: individual stages, how they work tog., the tessellation system function & what developers can expect from it
Computation Pipeline: using GPU for tasks in addition to rendering, threading architecture describing the various available memory systems
HLSL : syntax, objects, functions
Part2: Using Direct3D 11
Mesh Rendering : static , vertex skinning (with & w/o displacement mapping)
Dynamic Tessellation: terrain , curved/smooth surfaces)
Image Processing: Gaussian, bilateral filters -use Compute Shader
Deferred Rendering: classic , light pre-pass
Simulation: water, particle
Multi-threaded Paraboloid Rendering: dual environment mapping, multiple reflectors
Website: [...] This projects still continues. Jason Zink , initial developer for it, also is still contributing to it as recent as this month. Nice job Jason!
Errata Link: You can find mine under Anonymous777
VS 2012: On the site, there's a zipped folder you can download that contains different VS 2012 projects -book (most of them) & also others. I say most because one book project I didn't see was the Paraboloid Program. Certain Projects, if not all, have added features like LUA scripting & possibly additional keys to control the output of the program while it is running.
If you like to try them out, here's how:
1. can use the free VS 2012 express but you need the one for Windows Desktop
2. go to: [...]
click Download Tab to download the hieroglph3-.... zipped folder
3. Unzip it. Double Click following:
a. Name of Unzipped Folder
b. Trunk Folder
c. Hieroglyph3 Folder -there are 2 Hieroglyph3_Desktop files; I used VS solution one.
4. Open solution. It works out of the box ; so no modification needed.
5. Solution shows to the right a window. Inside it are Projects (book & others)& other stuff.
a. Build the solution - takes some time to complete.
b. Right click a project one & select set as Startup Project option. Then run it. Enjoy!
Most recent customer reviews
It can not be used as tutorial, so if you want to program Direct3D 11.Read more