Part I — Mathematical Prerequisites. Vector Algebra. Matrix
Algebra. Transformations.
Part II — Direct3D Foundations. Direct3D Initialization. The
Rendering Pipeline. Drawing in Direct3D (Part 1). Drawing in
Direct3D (Part 2). Lighting. Texturing. Blending. Stenciling. The
Geometry Shader. The Compute Shader. The Tessellation Stages.
Part III —Topics. Building A First Person Camera & Dynamic
Indexing. Instancing and Frustum Culling. Picking. Cube Mapping.
Normal Mapping. Shadow Mapping. Ambient Occlusion. Quaternions.
Character Animation. Appendices. Introduction to Windows
Programming. High-Level Shader Language Reference. Some Analytic
Geometry. Solutions to Selected Exercises (on disc).
Index
Luna Frank :
Frank Luna has been programming interactive 3D graphics with DirectX for more than fifteen years. He is the author of three bestselling books on DirectX and has worked in 3D medical visualization, 3D architectural design software, and gaming. He holds a BS in mathematics from the University of California, Irvine.
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