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Practical Rendering and Computation with Direct3D 11 [Englisch] [Gebundene Ausgabe]

Jason Zink , Matt Pettineo , Jack Hoxley
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Kurzbeschreibung

18. Juli 2011
Direct3D 11 offers such a wealth of capabilities that users can sometimes get lost in the details of specific APIs and their implementation. While there is a great deal of low-level information available about how each API function should be used, there is little documentation that shows how best to leverage these capabilities. Written by active members of the Direct3D community, Practical Rendering and Computation with Direct3D 11 provides a deep understanding of both the high and low level concepts related to using Direct3D 11. The first part of the book presents a conceptual introduction to Direct3D 11, including an overview of the Direct3D 11 rendering and computation pipelines and how they map to the underlying hardware. It also provides a detailed look at all of the major components of the library, covering resources, pipeline details, and multithreaded rendering. Building upon this material, the second part of the text includes detailed examples of how to use Direct3D 11 in common rendering scenarios. The authors describe sample algorithms in-depth and discuss how the features of Direct3D 11 can be used to your advantage. All of the source code from the book is accessible on an actively maintained open source rendering framework. The sample applications and the framework itself can be downloaded from http://hieroglyph3.codeplex.com By analyzing when to use various tools and the tradeoffs between different implementations, this book helps you understand the best way to accomplish a given task and thereby fully leverage the potential capabilities of Direct3D 11.

Wird oft zusammen gekauft

Practical Rendering and Computation with Direct3D 11 + Beginning DirectX 11 Game Programming + Introduction to 3D Game Programming with Directx 11
Preis für alle drei: EUR 111,85

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Produktinformation

  • Gebundene Ausgabe: 631 Seiten
  • Verlag: Taylor & Francis (18. Juli 2011)
  • Sprache: Englisch
  • ISBN-10: 1568817207
  • ISBN-13: 978-1568817200
  • Größe und/oder Gewicht: 19,1 x 3,6 x 23,5 cm
  • Durchschnittliche Kundenbewertung: 5.0 von 5 Sternen  Alle Rezensionen anzeigen (2 Kundenrezensionen)
  • Amazon Bestseller-Rang: Nr. 37.094 in Englische Bücher (Siehe Top 100 in Englische Bücher)
  • Komplettes Inhaltsverzeichnis ansehen

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Produktbeschreibungen

Pressestimmen

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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Von reimann
Format:Gebundene Ausgabe|Von Amazon bestätigter Kauf
This is a book that developers will like! But developers means developers. Some knowledge about coding in C/C++ and developing for Windows Applications might be helpfull. The provided homepage with the well documented library HIEROGLYPH3 shows an interresting approach how to handle the D3D11 APIs in a professional manner. For me it's not the beginning in Parallel Computing or some kind of "low level graphics coding" but the Authors of the book are giving more than just "a hand" to anybody who is interested in understanding and mastering the D3D11 APIs in detail.
Many lacks in the known online documentation from MS are filled with informations and SOLUTIONS that can help You fast to dive deep into the possibillities that are provided with that D3D11 stuff (and more) covered in the book. A lot of well known samples, that any developer (or ongoing developer) can find about ATL/MFC dealing with D3D (for free at e.g. msdn) are provided at the homepage too. This helps to bring all the mass of given informations into the context of realistic development scenarios and practical (=professional) rendering and 3D coding.

I'm happy 'couse it would have taken me several months(maybe years) to bring all that informations and "how to knowledge" - especially provided inside HIEROGLYPH3 - together.

It means NOT a warning when I'm writing here: This is NOT a "hands on book!". If You've passed the tutorials and the typically "hands on time" that is needed to understand the basic concepts of 2D/3D programming and last but not least the very basics of D3D (no matter if D3D9/10 or OpenGL was Ya home) THIS book should lay on the table, next to Your keyboard, if You want to save (a lot of) time during the hard way climbing up the high mountain where the "Professionals" reside.

A few thoughts at the end:

I like the book. It saved a lot of my time making myself familiar with the new concepts DirectX 11 provides.
I'm used to code in different environments (IDEs) on several hardware (e.g. NVIDIA or AMD). What a good book
about the use of a library will never tell You is how to set up Your hardware and software. Both is under a
permament change. It's up to anybody to solve this problems on his own, isnt't it?

Stefan Reimann
from Bavaria - Germany 4/7/2012
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5.0 von 5 Sternen Einmal D3D11 Pipeline rauf und runter, bitte! 10. September 2012
Von Dirk
Format:Gebundene Ausgabe|Von Amazon bestätigter Kauf
Also wer sich mal durch alle Abzeigungen und Löcher der vollständigen DX11 Render-Pipeline spühlen lassen will und dabei neben allen Buffertypen etc. auch noch ganz praktische Anwendungsthemen erlernen möchte, der kaufe dieses Buch. Anbei gibt es die Hieroglyph 3 Engine [...], die eine gute Startbasis für eigene Projekte bietet.
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25 von 27 Kunden fanden die folgende Rezension hilfreich
3.0 von 5 Sternen Unremarkable 23. Oktober 2011
Von Patrick Rouse - Veröffentlicht auf Amazon.com
Format:Gebundene Ausgabe|Von Amazon bestätigter Kauf
With it having been several years since I last worked with Direct3D (DX9), I wanted a book as a refresher in the DirectX way of doing things when I decided to return to computer graphics. What I got, was largely unspectacular.

Practical rendering is by no means a poor book. It authors are Microsoft DirectX Most Valuable Professionals. This means the material presented is accurate and well written, but it fails on too many fronts to be considered great. The first half of the book is dedicated to explaining the Direct3D 11 Pipeline or at least it tries to. What you get is ultimately a regurgitation of the freely available DX documentation. The authors do little to actually explain the behind the scenes workings and I have a feeling if it is your first foray into DX you will be quickly lost. The one bit of explanation they routinely throw at you is through the use of images to explain concepts. This sounds excellent until you realize what it really means. You get images like a cube with six exploded sides demonstrating a cube map (which is sadly one of the better images) and my personal favorite, an image of a sphere in three different positions to demonstrate translations. This examples may sound petty, but if you read this book you will constantly roll your eyes at the ridiculousness of these listings. Code listings for the book's first half are no better. They are literally ripped from Microsoft's documentation and dumped on the page in an unremarkable matter.

The book improves in it's second half with more concrete examples of the concepts. They are actually interesting reads and very well explained compared to the first half. Unfortunately, here is where the book's biggest problem comes in. The authors have elected to use Jason Zink's Hieroglyph 3 engine as the basis for all of their examples. While I'm certain Mr. Zink's engine is of a high quality, it is a huge mistake. The justification for it's use is so we as readers are not bogged down in minutia when it comes to initializing Direct3D and Win32. In practice, it fails to allow us experience in initializing Direct3D. This is a fairly important component of using the API and it's dismissal is absurd. You will be forced to return to the documentation of the DXSDK in order to find anything of use, unless you want to be locked into the Hieroglyph engine. The biggest problem with authors using their own engines is in the changes that occur over time. Including raw DX and Win32 code allows future use even through subsequent DXSDK changes with a minimal of rewriting. The Hieroglyph engine is already changing from the version when the book was published just a few short months ago. Nowhere is this more apparent than in the books appendix stating that the Boost libraries are required for building the engine. On the engines homepage, this dependency has already been removed. This isn't a big deal for now, but does speak to the rate at which libraries tend to change overtime. It is entirely possible in the future the engine will have changed so much it's usefulness will suffer. Because of the use of the Hieroglpyh engine, all of the examples focus on shader code and leave everything else up to the engine itself. This is not particularly useful when you want to learn how to code in D3D11 from the ground up.

While the authors have presented a few useful chapters, the book fails to deliver consistently. If you are looking for anything other than a few shader code examples of trendy topics, you will have to look elsewhere. I recommend picking up Frank D. Luna's Direct3D 10 book to learn the fundamentals of DX programming. Afterward the Direct3D 11 documentation will be more than sufficient at highlighting the differences in the older and newer APIs. If you want the examples this book offers, I would suggest a GPU pro or ShaderX book as they are considerably heavier on content and will provide many more examples than this book provides. Again, it is not a bad book and if I were looking for strict documentation this would be high on my list. It's weakness however is in striking a balance between documentation like theory and cohesive examples of implementation.
2 von 3 Kunden fanden die folgende Rezension hilfreich
5.0 von 5 Sternen Great book for learning Direct3D 11 API 26. August 2011
Von Vahid Kazemi - Veröffentlicht auf Amazon.com
Format:Gebundene Ausgabe
This is probably one of the books I've been waiting for, for a long time now! It starts from scratch, covers all the fundamentals of Direct3D API including Tesselation, Direct Compute, and Multi-threaded Rendering. But it doesn't stop there and goes further by giving tutorials of how to use the API to do animation and skinning, terrain rendering, image processing, deferred rendering and more. I will definitely recommend this book.
3.0 von 5 Sternen A decent book 31. März 2013
Von Clockwork - Veröffentlicht auf Amazon.com
Format:Gebundene Ausgabe|Von Amazon bestätigter Kauf
This books does a good job at covering the subject however, i found it to be very boring to read. I much prefer the approach used by Frank D. Luna in his DirectX books.
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