Practical Rendering and Computation with Direct3D 11 1st Edition
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Jason Zink
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Matt Pettineo
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Jack Hoxley
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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
About the Author
Jason Zink, Matt Pettineo, Jack Hoxley
Product details
- Publisher : A K Peters/CRC Press; 1st edition (July 27, 2011)
- Language : English
- Hardcover : 648 pages
- ISBN-10 : 1568817207
- ISBN-13 : 978-1568817200
- Item Weight : 2.95 pounds
- Dimensions : 7.8 x 1.4 x 9.3 inches
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Best Sellers Rank:
#1,898,739 in Books (See Top 100 in Books)
- #18 in DirectX Software Programming
- #178 in Rendering & Ray Tracing
- #239 in Physics of Light (Books)
- Customer Reviews:
Customer reviews
Top reviews from the United States
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1) horrendous quality
By print quality this is the worst book I ever purchased in the last years. And I have bought a ton of books.
Mine seems to have print mistakes on the cover and the pages that would make sense to have colored syntax are barely readable because they chose to do greyscale prints.
2) content
some goodies here and there and it has a good introduction, but also quite missing a thread or consistent through all the chapters. It feels like chapters stitched together and none of the authors had a holistic vision about this book. There is also quite some repetition and a lot of almost copied content from the official documentation / reference.
It is not worth the steep price. Sadly it is still one of the better D3D books out there :(
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.
PS. I hope to see a part 2 of this book starting where this one ended.
Top reviews from other countries
While promoting the code used as an "engine", placed live on a codeplex website, the book focuses on all the detail in DirectX 11.
There's les of a feeling of story and progression, like most books of this nature - which aim to teach you to use specific frameworks and effects preferred by the author - it's partially a reference book, with very deep coverage of essential DirectX flags, values, functions and structures, and looks regularly at CPU and GPU registers to show how the workings tie together in DX11.
I am a newbie on graphics and DirectX programming, and maybe for some users this book could be difficult to read without a small background of 3D-graphics and object oriented programming... But the content of this book clears a lot of dark corners of the Direct3D programming up, especially if you do not have a solid understanding how the API works.
The book could be divided into two parts, one form those want to know more about the base of the API (and also for those don't know nothing or quite nothing about Direct3D 11), and a second part about some intermediate and advanced topics and techniques that could be done with the last version of Direct3D.
The first parte explains very clearly the fundamentals of Direct3D, starting with a small overview of the API itself, then explaining every single notion in the right order to understand how Direct3D works and how use it, from the resources (buffers and textures), to the rendering pipeline (showing every single stage, including high-level pipeline functions). It also teaches very well the two new most important additions since Direct3D 10.x: the tessellation pipeline and the computation pipeline. It also has a chapter about HLSL (High Level Shader Language)
The second part is more about advanced topic, like multithreaded rendering, tessellation, deferred rendering and water simulation. These topics are approached to show the potential of Direct3D 11, so if you are searching traditional algorithm and basic render operation you should search elsewhere (the MSDN library could be a good point to start ' ).
The book doesn't provide the traditional CD with the sources and the reference of the example, but the authors have preferred to provide a full , complete and free rendering library (under MIT license) available on its project website ([...]
So if you are searching a book to learn and understood Direct3D 11 this book is for you. You will not found the traditional approach (or the approach of many books) where you have a lot of dummy example where you found "hey, this program draw a triangle and fill it with yellow... well, this line do this, this and this..., this is another thing, this other is just a pattern... oh yes here we have the 5 lines (of more than 350) that I will explain for this example"... With this book you will understand the Direct3D API in its rules better than all other book I have found around the web, and you will learn how use all this rules to do what you exactly have in mind.
Many lacks in the known online documentation from MS are filled with informations and SOLUTIONS that can help You fast to dive deep into the possibillities that are provided with that D3D11 stuff (and more) covered in the book. A lot of well known samples, that any developer (or ongoing developer) can find about ATL/MFC dealing with D3D (for free at e.g. msdn) are provided at the homepage too. This helps to bring all the mass of given informations into the context of realistic development scenarios and practical (=professional) rendering and 3D coding.
I'm happy 'couse it would have taken me several months(maybe years) to bring all that informations and "how to knowledge" - especially provided inside HIEROGLYPH3 - together.
It means NOT a warning when I'm writing here: This is NOT a "hands on book!". If You've passed the tutorials and the typically "hands on time" that is needed to understand the basic concepts of 2D/3D programming and last but not least the very basics of D3D (no matter if D3D9/10 or OpenGL was Ya home) THIS book should lay on the table, next to Your keyboard, if You want to save (a lot of) time during the hard way climbing up the high mountain where the "Professionals" reside.
A few thoughts at the end:
I like the book. It saved a lot of my time making myself familiar with the new concepts DirectX 11 provides.
I'm used to code in different environments (IDEs) on several hardware (e.g. NVIDIA or AMD). What a good book
about the use of a library will never tell You is how to set up Your hardware and software. Both is under a
permament change. It's up to anybody to solve this problems on his own, isnt't it?
Stefan Reimann
from Bavaria - Germany 4/7/2012







