Matt Pettineo first began studying graphics programming during college, while developing an interactive 3D simulation program for an autonomous vehicle. Today he works as a full-time graphics programmer in the games industry, and regularly contributes graphical samples and research to his blog, The Danger Zone. Matt is currently a graphics/engine programmer for Ready At Dawn Studios, as well a DirectX/XNA MVP since 2009.
Jack Hoxley has worked with advanced graphics technology for over 10 years with a particular focus on Microsoft's Direct3D library having followed it's evolution from the earliest consumer hardware to the latest-and-greatest GPU power-houses. During this time he has written over 100 online articles, co-authored an EBook on Direct3D 10, moderated the GameDev.Net DirectX and XNA forum as well as being awarded the Microsoft Most Valuable Professional award in the DirectX category for 5 consecutive years (2005-2010). Jack has a BSc (Hons) First Class in Computer Science from the University of Nottingham and currently works in the financial services industry in London.
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.
發表於2024-12-26
Practical Rendering and Computation with Direct3D 11 2024 pdf epub mobi 電子書 下載
對directx11 的API講解很詳細,甚至比msdn的要詳細,因為msdn上關於direct3d 11隻講瞭新添加的功能,其餘的在direct3d 10的部分。此書比較有條理,從資源,到管綫,再到hlsl, 都有詳細講解,不足的就是前麵的代碼例子比較少,可能都放在瞭後麵幾個章節(我還沒看完)。此書...
評分花瞭很大的筆墨,理清底層的components,特彆是和9區彆較大的Resources,Device/Context,還有DirectCompute、DS(Light Pre-Pass Deferred Rendering都有涉及)Pipeling,幾本DX11 書下來,是本不可多得的一綫資料,好書!
評分花瞭很大的筆墨,理清底層的components,特彆是和9區彆較大的Resources,Device/Context,還有DirectCompute、DS(Light Pre-Pass Deferred Rendering都有涉及)Pipeling,幾本DX11 書下來,是本不可多得的一綫資料,好書!
評分這本書其實對讀者範圍有較嚴格的要求, 初學者或者接觸DirectX時間不長的程序員讀起來會比較睏難。 特彆是在描述渲染流程的那個章節, 涉及瞭大量DirectX過去已有的概念和11引入的新概念, 如果過去沒有涉及DirectX的話, 信息量或許太大以至於容易get lost。 if you're an ex...
評分對directx11 的API講解很詳細,甚至比msdn的要詳細,因為msdn上關於direct3d 11隻講瞭新添加的功能,其餘的在direct3d 10的部分。此書比較有條理,從資源,到管綫,再到hlsl, 都有詳細講解,不足的就是前麵的代碼例子比較少,可能都放在瞭後麵幾個章節(我還沒看完)。此書...
圖書標籤: directx11 計算機圖形學 Graphics 圖形學 DirectX 遊戲編程 計算機 遊戲開發
3星給書,加1星給Hieroglyph 3。前麵8章全是敘述性文字,如缺乏實踐直接看,可以說收獲極小的,適閤已有一定量實戰經驗的看。
評分不推薦,我覺得DirectX SDK自帶的文檔比這本書更通俗易懂。
評分讀瞭一半,被pipeline介紹的詳盡程度驚到瞭…說實話,挺好的。
評分不推薦,我覺得DirectX SDK自帶的文檔比這本書更通俗易懂。
評分很詳細就是理論偏多
Practical Rendering and Computation with Direct3D 11 2024 pdf epub mobi 電子書 下載