Introduction to 3D Game Programming with DirectX 9.0c

Introduction to 3D Game Programming with DirectX 9.0c
Author: Frank Luna
Publisher: Jones & Bartlett Publishers
Total Pages: 724
Release: 2006-06-07
Genre: Computers
ISBN: 1449623905

Introduction to 3D Game Programming with DirectX 9.0c: A Shader Approach presents an introduction to programming interactive computer graphics, with an emphasis on game development, using real-time shaders with DirectX 9.0. The book is divided into three parts that explain basic mathematical and 3D concepts, show how to describe 3D worlds and implement fundamental 3D rendering techniques, and demonstrate the application of Direct3D to create a variety of special effects. With this book understand basic mathematical tools used in video game creation such as vectors, matrices, and transformations; discover how to describe and draw interactive 3D scenes using Direct3D and the D3DX library; learn how to implement lighting, texture mapping, alpha blending, and stenciling using shaders and the high-level shading language (HLSL); explore a variety of techniques for creating special effects, including vertex blending, character animation, terrain rendering, multi-texturing, particle systems, reflections, shadows, and normal mapping;f ind out how to work with meshes, load and render .X files, program terrain/camera collision detection, and implement 3D object picking; review key ideas, gain programming experience, and explore new topics with the end-of-chapter exercises.

Introduction to 3D Game Programming with DirectX 11

Introduction to 3D Game Programming with DirectX 11
Author: Frank Luna
Publisher: Mercury Learning and Information
Total Pages: 1029
Release: 2012-03-15
Genre: Computers
ISBN: 1937585964

This updated bestseller provides an introduction to programming interactive computer graphics, with an emphasis on game development using DirectX 11. The book is divided into three main parts: basic mathematical tools, fundamental tasks in Direct3D, and techniques and special effects. It includes new Direct3D 11 features such as hardware tessellation, the compute shader, dynamic shader linkage and covers advanced rendering techniques such as screen-space ambient occlusion, level-of-detail handling, cascading shadow maps, volume rendering, and character animation. Includes a companion CD-ROM with code and figures. eBook Customers: Companion files are available for downloading with order number/proof of purchase by writing to the publisher at [email protected].

Introduction to 3D Game Programming with DirectX 12

Introduction to 3D Game Programming with DirectX 12
Author: Frank Luna
Publisher: Mercury Learning and Information
Total Pages: 1226
Release: 2016-04-19
Genre: Computers
ISBN: 1944534555

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. The book covers modern special effects and techniques such as hardware tessellation, writing compute shaders, ambient occlusion, reflections, normal and displacement mapping, shadow rendering, and character animation. Includes a companion DVD with code and figures. eBook Customers: Companion files are available for downloading with order number/proof of purchase by writing to the publisher at [email protected]. FEATURES: • Provides an introduction to programming interactive computer graphics, with an emphasis on game development using DirectX 12 • Uses new Direct3D 12 features to reduce CPU overhead and take advantage of multiple CPU cores • Contains detailed explanations of popular real-time game effects • Includes a DVD with source code and all the images (including 4-color) from the book • Learn advance rendering techniques such as ambient occlusion, real-time reflections, normal and displacement mapping, shadow rendering, programming the geometry shader, and character animation • Covers a mathematics review and 3D rendering fundamentals such as lighting, texturing, blending and stenciling • Use the end-of-chapter exercises to test understanding and provide experience with DirectX 12

3D Game Engine Design

3D Game Engine Design
Author: David Eberly
Publisher: CRC Press
Total Pages: 1008
Release: 2006-11-03
Genre: Art
ISBN: 1482267306

The first edition of 3D Game Engine Design was an international bestseller that sold over 17,000 copies and became an industry standard. In the six years since that book was published, graphics hardware has evolved enormously. Hardware can now be directly controlled through techniques such as shader programming, which requires an entirely new thought process of a programmer. In a way that no other book can do, this new edition shows step by step how to make a shader-based graphics engine and how to tame this new technology. Much new material has been added, including more than twice the coverage of the essential techniques of scene graph management, as well as new methods for managing memory usage in the new generation of game consoles and portable game players. There are expanded discussions of collision detection, collision avoidance, and physics—all challenging subjects for developers. The mathematics coverage is now focused towards the end of the book to separate it from the general discussion. As with the first edition, one of the most valuable features of this book is the inclusion of Wild Magic, a commercial quality game engine in source code that illustrates how to build a real-time rendering system from the lowest-level details all the way to a working game. Wild Magic Version 4 consists of over 300,000 lines of code that allows the results of programming experiments to be seen immediately. This new version of the engine is fully shader-based, runs on Windows XP, Mac OS X, and Linux, and is only available with the purchase of the book.

Direct3D Rendering Cookbook

Direct3D Rendering Cookbook
Author: Justin Stenning
Publisher: Packt Publishing Ltd
Total Pages: 681
Release: 2014-01-20
Genre: Computers
ISBN: 1849697116

This is a practical cookbook that dives into the various methods of programming graphics with a focus on games. It is a perfect package of all the innovative and up-to-date 3D rendering techniques supported by numerous illustrations, strong sample code, and concise explanations. Direct3D Rendering Cookbook is for C# .NET developers who want to learn the advanced rendering techniques made possible with DirectX 11.2. It is expected that the reader has at least a cursory knowledge of graphics programming, and although some knowledge of Direct3D 10+ is helpful, it is not necessary. An understanding of vector and matrix algebra is required.

Advanced Lighting and Materials with Shaders

Advanced Lighting and Materials with Shaders
Author: Kelly Dempski
Publisher: Wordware Publishing, Inc.
Total Pages: 360
Release: 2005
Genre: Computers
ISBN: 1556222920

The world around us is filled with subtle lighting effects, but until recently it was not possible to duplicate these real-world effects in computer games because of the limits of consumer graphics hardware. Advanced Lighting and Materials with Shaders explains the principles of lighting theory and discusses how to create realistic lighting that takes full advantage of the capabilities of modern hardware. Topics include the physics of light, raytracing and related techniques, objects and materials, lighting and reflectance models, implementing lights in shaders, spherical harmonic lighting, spherical harmonics in DirectX, and real-time radiosity.Upon reading this text, you will understand the underlying physics of light and energy; learn about the visual features of different materials and how they can be modeled for real-time graphics; find out about the different lighting models; discover how real-time techniques compare to ray tracing; learn to use the provided shader implementations to implement lights and realistic materials in real time.Accompanying CD-ROM includes all the code in the book with resources (models, textures, probes, etc.) needed to run the programs, along with the SDKs and libraries needed to build the programs and luminance Radiosity Studio, an advanced radiosity program.

Advanced 3D Game Programming with DirectX 9

Advanced 3D Game Programming with DirectX 9
Author: Peter Walsh
Publisher: Wordware Publishing
Total Pages: 554
Release: 2003
Genre: Computer games
ISBN: 9781556229688

Targets experienced computer game programmers as well as those interested in computer game development.

DirectX 9 User Interfaces

DirectX 9 User Interfaces
Author: Alan Thorn
Publisher: Wordware Publishing, Inc.
Total Pages: 376
Release: 2004
Genre: Business & Economics
ISBN: 1556222491

Companion CD included with Paint Shop Pro 8 evaluation edition!Interfaces strongly affect how an application or game is received by a user, no matter which cutting-edge features it may boast. This unique book presents a comprehensive solution for creating good interfaces using the latest version of DirectX. This involves building an interface library from the ground up. Divided into three sections, the book discusses the foundations of interface design, the construction of a feature-rich interface library, and the creation of a fully functional media player in DirectShow.

Tricks of the 3D Game Programming Gurus

Tricks of the 3D Game Programming Gurus
Author: André LaMothe
Publisher: Sams Publishing
Total Pages: 1730
Release: 2003
Genre: Computers
ISBN: 9780672318351

Today is the greatest time in history to be in the game business. We now have the technology to create games that look real! Sony's Playstation II, XBOX, and Game Cube are cool! But, all this technology isn't easy or trivial to understand - it takes really hard work and lots of Red Bull. The difficulty level of game programming has definitely been cranked up these days in relation to the skill set needed to make games. Andre LaMothe's follow-up book to Tricks of the Windows Game Programming Gurus is the one to read for the latest in 3D game programming. When readers are finished with Tricks of the 3D Game Programming Gurus-Advanced 3D Graphics and Rasterization, they will be able to create a full 3D texture-mapped, lit video game for the PC with a software rasterizer they can write themselves. Moreover, they will understand the underlying principles of 3D graphics and be able to better understand and utilize 3D hardware today and in the future.