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Viser: Real-Time 3D Rendering with DirectX 11 and HLSL - A Practical Guide to Graphics Programming

Real-Time 3D Rendering with DirectX 11 and HLSL - A Practical Guide to Graphics Programming

Real-Time 3D Rendering with DirectX 11 and HLSL

A Practical Guide to Graphics Programming
Paul Varcholik
(2014)
Sprog: Engelsk
Addison Wesley Professional
474,00 kr.
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Detaljer om varen

  • Paperback: 592 sider
  • Udgiver: Addison Wesley Professional (Maj 2014)
  • ISBN: 9780321962720
Get Started Quickly with DirectX 3D Programming: No 3D Experience Needed
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, you ll discover shader authoring with HLSL. You ll implement basic lighting models, including ambient lighting, diffuse lighting, and specular highlighting. You ll write shaders to support point lights, spotlights, environment mapping, fog, color blending, normal mapping, and more.
Then you ll employ C++ and the Direct3D API to develop a robust, extensible rendering engine. You ll learn about virtual cameras, loading and rendering 3D models, mouse and keyboard input, and you ll create a flexible effect and material system to integrate your shaders.
Finally, you ll extend your graphics knowledge with more advanced material, including post-processing techniques for color filtering, Gaussian blurring, bloom, and distortion mapping. You ll 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 don t need any experience with 3D graphics or the associated math: Everything s 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

"
Introduction 1
PART I: AN INTRODUCTION TO 3D RENDERING 5
Chapter 1 Introducing DirectX 7 A Bit of History 8The Direct3D 11 Graphics Pipeline 9Summary 21
Chapter 2 A 3D/Math Primer 23 Vectors 24Matrices 27Transformations 31DirectXMath 35Summary 41
Chapter 3 Tools of the Trade 43 Microsoft Visual Studio 44NVIDIA FX Composer 47Visual Studio Graphics Debugger 53Graphics Debugging Alternatives 55Summary 56Exercises 56
PART II: SHADER AUTHORING WITH HLSL 57Chapter 4 Hello, Shaders! 59 Your First Shader 60Hello, Structs! 68Summary 70Exercises 71
Chapter 5 Texture Mapping 73 An Introduction to Texture Mapping 74A Texture Mapping Effect 75Texture Filtering 81Texture Addressing Modes 86Summary 89Exercises 89
Chapter 6 Lighting Models 91 Ambient Lighting 92Diffuse Lighting 97Specular Highlights 105Summary 114Exercises 114
Chapter 7 Additional Lighting Models 115 Point Lights 116Spotlights 124Multiple Lights 130Summary 139Exercises 139
Chapter 8 Gleaming the Cube 141 Texture Cubes 142Skyboxes 145Environment Mapping 149Fog 154Color Blending 159Summary 167Exercises 168
Chapter 9 Normal Mapping and Displacement Mapping 169 Normal Mapping 170Displacement Mapping 178Summary 181Exercises 181
PART III: RENDERING WITH DIRECTX 183Chapter 10 Project Setup and Window Initialization 185 A New Beginning 186Project Setup 186The Game Loop 195Window Initialization 199Summary 204Exercise 204
Chapter 11 Direct3D Initialization 205 Initializing Direct3D 206Putting It All Together 219Summary 232Exercise 232
Chapter 12 Supporting Systems 233 Game Components 234Device Input 248Software Services 265Summary 268Exercises 268
Chapter 13 Cameras 269 A Base Camera Component 270A First-Person Camera 277Summary 281Exercise 281
Chapter 14 Hello, Rendering! 283 Your First Full Rendering Application 284An Indexed Cube 306Summary 314Exercises 314
Chapter 15 Models 315 Motivation 316Model File Formats 316The Content Pipeline 317The Open Asset Import Library 317What's in a Model? 318Meshes 320Model Materials 321Asset Loading 323A Model Rendering Demo 331Texture Mapping 334Summary 340Exercises 340
Chapter 16 Materials 341 Motivation 342The Effect Class 342The Technique Class 347The Pass Class 348The Variable Class 350The Material Class 352A Basic Effect Material 357A Skybox Material 364Summary 369Exercises 370
Chapter 17 Lights 371 Motivation 372Light Data Types 372A Diffuse Lighting Material 373A Diffuse Lighting Demo 377A Point Light Demo 383A Spotlight Demo 386Summary 387Exercises 387
PART IV: INTERMEDIATE-LEVEL RENDERING TOPICS 389Chapter 18 Post-Processing 391 Render Targets 392A Full-Screen Quad Component 396Color Filtering 401Gaussian Blurring 410Bloom 419Distortion Mapping 425Summary 433Exercises 433
Chapter 19 Shadow Mapping 435 Motivation 436Projective Texture Mapping 436Shadow Mapping 456Summary 466Exercises 467
Chapter 20 Skeletal Animation 469 Hierarchical Transformations 470Skinning 472Importing Animated Models 476Animation Rendering 489Summary 496Exercises 496
Chapter 21 Geometry and Tessellation Shaders 497 Motivation: Geometry Shaders 498Processing Primitives 498A Point Sprite Shader 499Primitive IDs 507Motivation: Tessellation Shaders 508The Hull Shader Stage 510The Tessellation Stage 512The Domain Shader Stage 514A Basic Tessellation Demo 518Displacing Tessellated Vertices 520Dynamic Levels of Detail 524Summary 527Exercises 528
Chapter 22 Additional Topics in Modern Rendering 529 Rendering Optimization 530Deferred Shading 543Global Illumination 544Compute Shaders 545Data-Driven Engine Architecture 550The End of the Beginning 553Exercises 553 Index 555
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