Minggu, 24 Desember 2017

Ebook Real-Time 3D Rendering with DirectX and HLSL: A Practical Guide to Graphics Programming (Game Design)

Ebook Real-Time 3D Rendering with DirectX and HLSL: A Practical Guide to Graphics Programming (Game Design)

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Real-Time 3D Rendering with DirectX and HLSL: A Practical Guide to Graphics Programming (Game Design)

Real-Time 3D Rendering with DirectX and HLSL: A Practical Guide to Graphics Programming (Game Design)


Real-Time 3D Rendering with DirectX and HLSL: A Practical Guide to Graphics Programming (Game Design)


Ebook Real-Time 3D Rendering with DirectX and HLSL: A Practical Guide to Graphics Programming (Game Design)

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Real-Time 3D Rendering with DirectX and HLSL: A Practical Guide to Graphics Programming (Game Design)

About the Author

Dr. Paul Varcholik is a programming instructor at the Florida Interactive Entertainment Academy (FIEA), a graduate degree program in game development at the University of Central Florida. Before coming to FIEA, Paul was a lead software engineer at Electronic Arts, where he worked on video game titles including Madden NFL Football and Superman Returns. A 20-year software industry veteran, he has taught college courses on software and game development since 1998. Paul has written extensively on topics including robotics, 3D user interaction, and multi-touch interfaces. He is author of the OpenGL Essentials LiveLessons video series on graphics development.

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Product details

Series: Game Design

Paperback: 592 pages

Publisher: Addison-Wesley Professional; 1 edition (May 29, 2014)

Language: English

ISBN-10: 0321962729

ISBN-13: 978-0321962720

Product Dimensions:

7 x 1.2 x 8.8 inches

Shipping Weight: 2.4 pounds

Average Customer Review:

3.9 out of 5 stars

7 customer reviews

Amazon Best Sellers Rank:

#2,326,924 in Books (See Top 100 in Books)

The book is great for a novice course . Somebody wrote NVIDIA FX Compose won't work on Windows 8.1, but the book site pointed a version that actually works.The aspects of DX 11 HLSL programming are introduced in a step by step way.The approach is hands on code instead a deep mathematical explanation.This very good for persons with a relative low knowledge in mathematics, besides graphic programming is heavily dependant on mathematics and physics.Is indeed a good option for introductory course.Unfortunately , the instructor materials are difficult to obtain and I need them for a class.Hope I could get it before the classes start.

A good book for beginner to learn DirectX, it's also a very nice tools book that if you want to check some basic concept and theory. Having code also helps reader to implement some techniques

Great book, detailed chapters, I use this book along with the new game engine architecture by jason gregory. In order to code directx 11.1 and 11.2 you still need the directx 11 foundation.

I just bought digital and printed version of this book. Content looks great but a lot of samples depends on NVIDIA FX Composer that do not works on Windows 8.1.I'm trying to use something different, but...

Real-Time 3D Rendering with DirectX and HLSL: A Practical Guide to Graphics Programming is a long title for a book and the title is a little out of place for the content contained in the book. The book should be a little less formal with its title because it targets new beginners in the world of graphics programming. There are many books already in this area, but this book is quite capable in the general training of core graphic knowledge that will advance people into the world of 3D.We were all beginners at one stage or another, and I'm happy to say this is a great book for those entering the minefield that is graphics programming. Personally I would have preferred less use of pages with source code samples (put it on a dvd or link online) because it makes the flow of reading of concepts interrupted by samples. Some samples take a number of pages. I see this as wasteful but others may see value in direct analysis, so this is a personal preference.The content is generally good but heavily aimed at beginners. And the major elements of graphics systems and modern use of graphical systems are only lightly described ie: global illumination, deferred lighting, skinning systems, terrain systems, physically based lighting, graphics and physics combined, particle systems, post and pre processing shader pass systems (like SSAO and so on) and many others. Admittedly a book containing all this would be large, but many of the topics are not even discussed and these are common topics in the current 3D development world.HLSL and DirectX subject matter is well covered. The book should have probably focused on this as its main goal because it does do this well. Overall this book is one I would recommend to someone starting in 3D programming, but intermediate and advanced programmers will find the book lacking and not very current.

Lots of good shader information, fills in some gaps from other dx sources., Author is clear and concise

Direct X 11 and Win32 are old technologies and the author is late about 3-4 years.Books on DirectX 11.2 on WinRT are needed!

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Real-Time 3D Rendering with DirectX and HLSL: A Practical Guide to Graphics Programming (Game Design) PDF

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