Introduction to 3D Game Programming with DirectX 10: A Shader Approach

Paperback
from $0.00

Author: Frank Luna

ISBN-10: 1598220535

ISBN-13: 9781598220537

Category: 3D Computer Graphics

Introduction to 3D Game Programming with DirectX 10 provides an introduction to programming interactive computer graphics, with an emphasis on game development, using DirectX 10. The book is divided into three main parts. Part I explores basic mathematical tools, Part II shows how to implement fundamental tasks in Direct3D, and Part III demonstrates a variety of techniques and special effects.\ With this book understand how vectors, matrices, and transfomations are used in the creation of...

Search in google:

Introduction to 3D Game Programming with DirectX 10 presents an introduction to programming interactive computer graphics, with an emphasis on game development, using Direct3D 10. 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. 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, and geometry shaders, lighting, texturing, blending, and stenciling. Part III is largely about applying Direct3D to implement a variety of interesting techniques and special effects, such as working with meshes, terrain rendering, picking, particle systems, environment mapping, normal mapping, shadows, and rendering to textures. The book is designed for intermediate-level C++ programmers who are completely new to Direct3D and game programming, 3D programmers experienced with an API other than Direct3D (e.g., OpenGL), and programmers experienced with previous versions of Direct3D wishing to learn the latest version--Direct3D 10.

Pt. I Mathematical PrerequisitesCh. 1 Vector Algebra 3Ch. 2 Matrix Algebra 23Ch. 3 Transformations 37Pt. II Direct3D FoundationsCh. 4 Direct3D Initialization 57Ch. 5 The Rendering Pipeline 99Ch. 6 Lighting 177Ch. 7 Texturing 211Ch. 8 Blending 241Ch. 9 Stenciling 263Ch. 10 The Geometry Shader 281Pt. III Direct3D TopicsCh. 11 Cube Mapping 305Ch. 12 Normal Mapping 321Ch. 13 Shadow Mapping 335Ch. 14 Meshes 361Ch. 15 Picking 379Ch. 16 Terrain Rendering 395Ch. 17 Particle Systems and Stream Output 413App. A Introduction to Windows Programming 445App. B High-Level Shading Language Reference 465App. C Some Analytic Geometry 479Bibliography and Further Reading 491Index 495