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Real-Time 3D Rendering with DirectX and HLSL: A Practical Guide to Graphics Programming (The Addison-Wesley Game Design and Development) 1st Edition
This step-by-step text demystifies modern graphics programming so you can quickly start writing professional code with DirectX and HLSL. Expert graphics instructor Paul Varcholik starts with the basics: a tour of the Direct3D graphics pipeline, a 3D math primer, and an introduction to the best tools and support libraries.
Next, youll discover shader authoring with HLSL. Youll implement basic lighting models, including ambient lighting, diffuse lighting, and specular highlighting. Youll write shaders to support point lights, spotlights, environment mapping, fog, color blending, normal mapping, and more.
Then youll employ C++ and the Direct3D API to develop a robust, extensible rendering engine. Youll learn about virtual cameras, loading and rendering 3D models, mouse and keyboard input, and youll create a flexible effect and material system to integrate your shaders.
Finally, youll extend your graphics knowledge with more advanced material, including post-processing techniques for color filtering, Gaussian blurring, bloom, and distortion mapping. Youll develop shaders for casting shadows, work with geometry and tessellation shaders, and implement a complete skeletal animation system for importing and rendering animated models.
You dont need any experience with 3D graphics or the associated math: Everythings taught hands-on, and all graphics-specific code is fully explained.
Coverage includes
The Direct3D API and graphics pipeline
A 3D math primer: vectors, matrices, coordinate systems, transformations, and the DirectX Math library
Free and low-cost tools for authoring, debugging, and profiling shaders
Extensive treatment of HLSL shader authoring
Development of a C++ rendering engine
Cameras, 3D models, materials, and lighting
Post-processing effects
Device input, component-based architecture, and software services
Shadow mapping, depth maps, and projective texture mapping
Skeletal animation
Geometry and tessellation shaders
Survey of rendering optimization, global illumination, compute shaders, deferred shading, and data-driven engine architecture
- ISBN-100321962729
- ISBN-13978-0321962720
- Edition1st
- PublisherAddison-Wesley Professional
- Publication dateMay 29, 2014
- LanguageEnglish
- Dimensions6.75 x 1.25 x 9.25 inches
- Print length569 pages
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About the Author
Product details
- Publisher : Addison-Wesley Professional; 1st edition (May 29, 2014)
- Language : English
- Paperback : 569 pages
- ISBN-10 : 0321962729
- ISBN-13 : 978-0321962720
- Item Weight : 2.4 pounds
- Dimensions : 6.75 x 1.25 x 9.25 inches
- Best Sellers Rank: #4,915,267 in Books (See Top 100 in Books)
- #28 in DirectX Software Programming
- #288 in Rendering & Ray Tracing
- #1,036 in Computer & Video Game Design
- Customer Reviews:
About the author

Hello! I'm Paul Varcholik, author of Real-Time 3D Rendering with DirectX and HLSL: A Practical Guide to Graphics Programming.
I'm a programming instructor at the Florida Interactive Entertainment Academy (FIEA) where I teach motivated Masters students about game programming, graphics development, and game engine architecture.
Before coming to FIEA, I was a lead software engineer at Electronic Arts, where I worked on video game titles including Madden NFL Football and Superman Returns.
I'm also the author of two video instruction series: OpenGL Essentials LiveLessons and DirectX Essentials LiveLessons. You can find these videos at informit.com and safaribooksonline.com.
You can find more about me and my work at varcholik.org.
Customer reviews
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Learn more how customers reviews work on AmazonTop reviews from the United States
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- Reviewed in the United States on July 22, 2015The book is great for a novice course . Somebody wrote NVIDIA FX Compose won't work on Windows 8.1, but the book site pointed a version that actually works.
The aspects of DX 11 HLSL programming are introduced in a step by step way.
The approach is hands on code instead a deep mathematical explanation.
This very good for persons with a relative low knowledge in mathematics, besides graphic programming is heavily dependant on mathematics and physics.
Is indeed a good option for introductory course.
Unfortunately , the instructor materials are difficult to obtain and I need them for a class.
Hope I could get it before the classes start.
- Reviewed in the United States on February 12, 2018A good book for beginner to learn DirectX, it's also a very nice tools book that if you want to check some basic concept and theory. Having code also helps reader to implement some techniques
- Reviewed in the United States on December 21, 2020This book is more up to date regarding DirectX11 usage compared with Introduction to 3D programming with DirectX11 book, but still not up to date enough. It still relies on deprecated effect files to do shading whereas individual HLSL shader files are mainly used in industry. And shader authoring tool does not work with HLSL files. Attempting to create a game engine does not help much with learning the graphics API as it puts emphasis on program design instead. Still good as a supplement text for beginners.
- Reviewed in the United States on August 30, 2014Great book, detailed chapters, I use this book along with the new game engine architecture by jason gregory. In order to code directx 11.1 and 11.2 you still need the directx 11 foundation.
- Reviewed in the United States on November 27, 2014Real-Time 3D Rendering with DirectX and HLSL: A Practical Guide to Graphics Programming is a long title for a book and the title is a little out of place for the content contained in the book. The book should be a little less formal with its title because it targets new beginners in the world of graphics programming. There are many books already in this area, but this book is quite capable in the general training of core graphic knowledge that will advance people into the world of 3D.
We were all beginners at one stage or another, and I'm happy to say this is a great book for those entering the minefield that is graphics programming. Personally I would have preferred less use of pages with source code samples (put it on a dvd or link online) because it makes the flow of reading of concepts interrupted by samples. Some samples take a number of pages. I see this as wasteful but others may see value in direct analysis, so this is a personal preference.
The content is generally good but heavily aimed at beginners. And the major elements of graphics systems and modern use of graphical systems are only lightly described ie: global illumination, deferred lighting, skinning systems, terrain systems, physically based lighting, graphics and physics combined, particle systems, post and pre processing shader pass systems (like SSAO and so on) and many others. Admittedly a book containing all this would be large, but many of the topics are not even discussed and these are common topics in the current 3D development world.
HLSL and DirectX subject matter is well covered. The book should have probably focused on this as its main goal because it does do this well. Overall this book is one I would recommend to someone starting in 3D programming, but intermediate and advanced programmers will find the book lacking and not very current.
- Reviewed in the United States on July 8, 2019I have to say that is the best book about DirectX 11. I have used OpenGL but I'm new to directx for most part. Great writer, great explanations, not latest DirectX 11 but close enough. The authors knows how to teach. One of the best technical books I have read in the past year or two.
- Reviewed in the United States on January 8, 2016Lots of good shader information, fills in some gaps from other dx sources., Author is clear and concise
- Reviewed in the United States on May 12, 2014I just bought digital and printed version of this book. Content looks great but a lot of samples depends on NVIDIA FX Composer that do not works on Windows 8.1.
I'm trying to use something different, but...
Top reviews from other countries
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Raul CastilloReviewed in Mexico on July 2, 20205.0 out of 5 stars Excelente compra
De los mejores libros que he encontrado de HLSL. No es un libro para avanzados, pero para comenzar a comprender la sintaxis y matemáticas vectoriales es de los mejores libros allá afuera. Muy recomendado
Amazon CustomerReviewed in the United Kingdom on July 7, 20175.0 out of 5 stars great quility text and images
my first book on DX11 and i find it very handy as it shows how to put it all together in a neat frame work as well as showing separate samples.
great quility text and images.now if only he did a follow up book to add in items that are missing(still using dx11) i would instant buy.
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Amazon CustomerReviewed in Italy on June 30, 20165.0 out of 5 stars Ottimo per novizi ad HLSL
Ottimo libro per novizi se si vuole avere un'approccio che favorisca l'apprendimento di base di HLSL e degli shader in generale. Se si ha già un background di come funzionino le cose, specie l'API utilizzata, la lettura risulta facile. Altro aspetto positivo: non si sofferma sugli aspetti matematici oltre a quelli strettamente necessari senza fare filippiche teoriche.
Unico lato "negativo": il testo fa uso di uno strumento di sviluppo non più supportato dal produttore, e sugli ultimi sistemi operativi Windows potrebbe essere necessario scaricare una versione appena antecedente all'ultima disponibile per evitare problemi di compatibilità. In ogni caso tutto è spiegato sul sito web dell'autore.
JulichanReviewed in France on March 30, 20164.0 out of 5 stars Good but out of date
Unfortunately, this explains shaders with the Effect manager. you'll an extra book if you want to use DirectX 12 or the effect-manager-less DirectX 11.
Amazon CustomerReviewed in the United Kingdom on April 12, 20165.0 out of 5 stars What a great book!
With its original approach by teaching HLSL first, you have all the necessary knowledge to learn DirectX. Great book, great source of knowledge for both novices and more experienced users, totally recommend.





