1 Topographic Surface Anatomy. At the end of your study, you should be able to: Identify the key landmarks. Microsoft has made it available on graphic cards made for DirectX 10 as well. Introduction to 3D game programming with DirectX 10. Plano, Texas. Quick Navigation • • • • • • This book presents an introduction to programming interactive computer graphics, with an emphasis on game development, using Direct3D 11. It teaches the fundamentals of Direct3D and shader programming, after which the reader will be prepared to go on and learn more advanced techniques. The book is divided into three main parts. Download kdwin 3.1 full version. Part I explains the mathematical tools that will be used throughout this book. Part II shows how to implement fundamental tasks in Direct3D, such as initialization, defining 3D geometry, setting up cameras, creating vertex, pixel, geometry, and compute shaders, lighting, texturing, blending, stenciling, and tessellation. Part III is largely about applying Direct3D to implement a variety of interesting techniques and special effects, such as working with meshes, character animation, terrain rendering, picking, particle systems, environment mapping, normal mapping, displacement mapping, real-time shadows, and ambient occlusion. This book was designed with the following three audiences in mind: • Intermediate level C++ programmers who would like an introduction to 3D programming using the latest iteration of Direct3D. • 3D programmers experienced with an API other than DirectX (e.g., OpenGL) who would like an introduction to Direct3D 11. • Experienced Direct3D 9 and 10 programmers wishing to learn the latest iteration of Direct3D. It should be emphasized that this is an introduction to Direct3D 11, shader programming, and game programming; it is not an introduction to general computer programming. The reader should satisfy the following prerequisites: • High School mathematics: algebra, trigonometry, and (mathematical) functions, for example. • Competent with Visual Studio: should know how to create projects, add files, and specify external libraries to link, for example. Devotional songs on lord muruga. • Intermediate C++ and data structure skills: comfortable with pointers, arrays, operator overloading, linked lists, inheritance and polymorphism, for example. • Familiarity with Windows programming with the Win32 API is helpful, but not required; we provide a Win32 primer in Appendix A. To program Direct3D 11 applications, you will need the DirectX 11 SDK; the latest version can be downloaded. Once downloaded, follow the instructions given by the installation wizard. The sample programs were written using Visual Studio 2010. Direct3D 11 requires Direct3D 11 capable hardware. The demos in this book were tested on a Geforce GTX 460. Chapter 4, Direct3D Initialization: In this chapter, we learn what Direct3D is about and how to initialize it in preparation for 3D drawing. ![]() Basic Direct3D topics are also introduced, such as surfaces, pixel formats, page flipping, depth buffering, and multisampling. We also learn how to measure time with the performance counter, which we use to compute the frames rendered per second. In addition, we give some tips on debugging Direct3D applications. We develop and use our own application framework--not the SDK's framework. Chapter 12, The Compute Shader: The Compute Shader is a programmable shader Direct3D exposes that is not directly part of the rendering pipeline. It enables applications to use the graphics processing unit (GPU) for general purpose computation. For example, an imaging application can take advantage of the GPU to speed up image processing algorithms by implementing them with the compute shader. Because the Compute Shader is part of Direct3D, it reads from and writes to Direct3D resources, which enables us integrate results directly to the rendering pipeline. Therefore, in addition to general purpose computation, the compute shader is still applicable for 3D rendering. Chapter 15, Instancing and Frustum Culling: Instancing is a hardware supported technique that optimizes the drawing of the same geometry multiple times with different properties (say at different positions in the scene and with different colors). Frustum culling is an optimization technique where we discard an entire object from being submitted to the rendering pipeline if it lies completely outside the virtual camera’s field of view. We also show how to compute the bounding box and sphere of a mesh. ![]() Author by: Frank Luna Languange: en Publisher by: Stylus Publishing, LLC Format Available: PDF, ePub, Mobi Total Read: 87 Total Download: 763 File Size: 47,8 Mb Description: This updated bestseller provides an introduction to programming interactive computer graphics, with an emphasis on game development using DirectX 12. The book is divided into three main parts: basic mathematical tools, fundamental tasks in Direct3D, and techniques and special effects. It shows how to use new Direct12 features such as command lists, pipeline state objects, descriptor heaps and tables, and explicit resource management to reduce CPU overhead and increase scalability across multiple CPU cores.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |