Tuesday, April 2, 2013

Practical Rendering and Computation with Direct3D 11



Practical Rendering and Computation with Direct3D 11 by Jason Zink (Author), Matt Pettineo (Author), Jack Hoxley (Author). Direct3D eleven affords such a wealth of capabilities that customers can generally get lost in the details of specific APIs and their implementation. While there's a great deal of low-stage information accessible about how every API operate must be used, there may be little documentation that exhibits how best to leverage these capabilities. Written by active members of the Direct3D group, Practical Rendering and Computation with Direct3D 11 supplies a deep understanding of both the excessive and low level ideas associated to using Direct3D 11.

The primary a part of the guide presents a conceptual introduction to Direct3D eleven, together with an summary of the Direct3D 11 rendering and computation pipelines and how they map to the underlying hardware. It also gives an in depth look at all of the main parts of the library, overlaying resources, pipeline details, and multithreaded rendering. Constructing upon this materials, the second a part of the textual content contains detailed examples of learn how to use Direct3D 11 in widespread rendering scenarios. The authors describe sample algorithms in-depth and discuss how the options of Direct3D 11 can be utilized to your advantage.


All of the supply code from the e-book is accessible on an actively maintained open source rendering framework. The sample functions and the framework itself can be downloaded from

By analyzing when to make use of various tools and the tradeoffs between completely different implementations, this e-book helps you understand one of the simplest ways to accomplish a given task and thereby absolutely leverage the potential capabilities of Direct3D 11.

This overview is from: Practical Rendering and Computation with Direct3D eleven (Hardcover) This is in all probability one of the books I have been ready for, for a very long time now! It starts from scratch, covers all the fundamentals of the Direct3D API including Tesselation, Direct Compute, and Multi-threaded Rendering. But it doesn't stop there and goes additional by giving tutorials on learning how to use the API to do animation and skinning, terrain rendering, picture processing, deferred rendering and more. I will positively recommend this book.

This guide begins out by covering the DX11 pipeline, resources, and related DX11-specific options like multi-threaded rendering and tesselation in a means that is straightforward to understand. It then provides various concrete examples protecting various rendering subjects that particularly eschew the simple. As a substitute, they're nicely-defined implementations masking areas reminiscent of deferred rendering, tesselation-based mostly terrain rendering, vertex skinning, and GPU particles, to call a few. If you happen to be excited about any of the advanced topics the e-book covers, it pays for itself here as the mix of good explanation and implementation can be onerous to find.

Observe the examples are carried out utilizing the Hieroglyph3 engine accessible on Codeplex and I discovered this to work fairly well. The engine structure maps closely enough to DX11 constructs that you're not preventing abstractions to see them clearly, yet streamlines them sufficient that you do not feel such as you're missing the forest for the timber of API-related minutia. Certainly, I discovered the engine itself interesting enough that I would have bought the e book primarily based soley on that criterion.

Note finally the guide does not advertise "starting" within the title, and is not the only resource you will need for studying the fundamentals. This can be a good factor however as a result of good books alongside these lines already exist and the pages are best spent elsewhere. I've personally used this e-book along with titles like "Introduction to 3D Recreation Programming with DirectX 10" and "Actual-Time Rendering", and located them to enrich each other nicely. 

Practical Rendering and Computation with Direct3D 11 
Jason Zink (Author), Matt Pettineo (Author), Jack Hoxley (Author)
648 pages
A K Peters/CRC Press; 1 edition (July 27, 2011)

More details about this books.

No comments:

Post a Comment