Senin, 13 April 2015

Free PDF Practical Rendering and Computation with Direct3D 11

Free PDF Practical Rendering and Computation with Direct3D 11

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Practical Rendering and Computation with Direct3D 11

Practical Rendering and Computation with Direct3D 11


Practical Rendering and Computation with Direct3D 11


Free PDF Practical Rendering and Computation with Direct3D 11

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Practical Rendering and Computation with Direct3D 11

Review

Practical Rendering and Computation with Direct3D 11 packs in documentation and in-depth coverage of basic and high-level concepts related to using Direct 3D 11 and is a top pick for any serious programming collection. … perfect for a wide range of users. Any interested in computation and multicore models will find this packed with examples and technical applications.―Midwest Book Review, October 2011 The authors have generously provided us with an optimal blend of concepts and philosophy, illustrative figures to clarify the more difficult points, and source code fragments to make the ideas concrete. Of particular interest is the chapter on multithreaded rendering, a topic that is essential in a multicore world. Later chapters include many examples such as skinning and displacement, dynamic tessellation, image processing (to illustrate DirectCompute), deferred rendering, physics simulations, and multithreaded paraboloid mapping. As if all this is not enough, the authors have made available their source code, called Hieroglyph 3. Books do not get any better than this!―David Eberly, Geometric Tools

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Product details

Hardcover: 648 pages

Publisher: A K Peters/CRC Press; 1 edition (July 27, 2011)

Language: English

ISBN-10: 1568817207

ISBN-13: 978-1568817200

Product Dimensions:

8 x 1.2 x 9.8 inches

Shipping Weight: 3.3 pounds (View shipping rates and policies)

Average Customer Review:

4.0 out of 5 stars

19 customer reviews

Amazon Best Sellers Rank:

#802,088 in Books (See Top 100 in Books)

I picked this book up to bring myself up to speed with Direct3D. My previous experience with low-level D3D (as opposed to engine-level) was 10 years ago.It is a well written book (not without an occasional error or grammatical issue), the authors appear to know their stuff, it covers several topics at a reasonably thorough level, and is worth the read if you're looking for a DX11 book.You may find it tiresome to read from cover to cover, but there are several sections that are easy to read on their own (and worth it).I liked the coverage on the shader pipeline, resources, multi-threaded rendering, and deferred rendering.Note: approximately the first half of the book describes DX11 features, capabilities, and "workings", while the second half focuses more on how you might use the features to implement rendering techniques.This isn't a standalone book for knowing everything about D3D11, but D3D is massive and I find this is an acceptable introduction and worth the price.

I really wanted to like it. It has some good content and I like what it tries to achieve. But I have to admit I am quite disappointed by it.1) horrendous qualityBy print quality this is the worst book I ever purchased in the last years. And I have bought a ton of books.Mine seems to have print mistakes on the cover and the pages that would make sense to have colored syntax are barely readable because they chose to do greyscale prints.2) contentsome goodies here and there and it has a good introduction, but also quite missing a thread or consistent through all the chapters. It feels like chapters stitched together and none of the authors had a holistic vision about this book. There is also quite some repetition and a lot of almost copied content from the official documentation / reference.It is not worth the steep price. Sadly it is still one of the better D3D books out there :(

I was thoroughly impressed by Practical Rendering and Computation with Direct3D 11 by Jason Zink. Microsoft’s Direct3D API is certainly not for beginners, and neither is this book. But, at the same time, the author does a great job of explaining the material in a way that is approachable. The book assumes you are already comfortable with C++, and doesn’t hold your hand with the syntax. This is great, since you really should have an understanding of C++ before jumping into 3D graphics programming. It’s also not the kind of book that expects you to type in long pages of example code into your computer. In fact, there are not really any complete examples listed in the book at all. Instead the author chooses to highlight specific API calls and explain how different techniques can be implemented using the GPU.This is in stark contrast to the last DirectX 11 book I read by Frank Luna. Luna’s text was great, don’t get me wrong. But it was very focused on producing functional demos to showcase certain effects (like shadow mapping or ambient occlusion). Instead Zink chooses to go totally knee-deep into the API itself and, as a reader, I came away much more confident that I understood the material. Just as an example, early on in the book there is a 100 page chapter just on resources. Most other tutorials would briefly show how to create a buffer, and then move on other stuff. Not here. In fact, the next 200 pages of the book is just about how the pipeline works. It’s really great, and rare to find such insight.Don’t be fooled, there is certainly code in these pages, and there are a few examples. The book covers some topics like deferred rendering, multi-threaded graphics, dynamic tessellation, and physics. What I liked about the examples is that only the bare minimum amount of code was shown. Just enough to understand the key concepts without getting bogged down with boiler-plate code. It also made reading along much nicer, without having to feel like you need to get up every 5 minutes and type something in on a PC. Plus, the source code for the examples, and the author’s engine, are available for free online. So no need to type either way.One thing I really enjoyed was the discussion on DirectCompute and on compute shaders. There are hardly any books covering DirectCompute, so it’s great to see so much space dedicated to the API. I am very interested in using this in my own engine, though it’s difficult to find information on the topic. Practical Rendering and Computation includes several chapters using compute shaders, for example to do image processing (blur). There was also a good amount of space given for tessellation. So if you are at all interested in these specific topics, it’s pretty much a no-brainer to get this book.One other thing. Mad props to Jason Zink for being available to the community. You’ll find him on the gamedev.net forums, even helping out newbies with their 3D questions. Much respect.All-in-all, this was quite an eye-opening read. I mean, after reading the Luna book and doing some online tutorials, I thought I knew about DirectX 11. Well, I knew something. But this book went much further than what I had previously seen on the topic. I would even recommend reading this *before* Frank Luna’s book, as I think that would flow a little better. Get the foundation solid, and then start learning how to code specific effects. Anyway, this book comes highly recommended by me if you are attempting to learn Direct3D.

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Practical Rendering and Computation with Direct3D 11 PDF

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