Real-Time 3D Rendering with DirectX and HLSL: A Practical Guide to Graphics Programming (Paperback)
暫譯: 使用 DirectX 和 HLSL 的即時 3D 渲染:圖形程式設計實用指南 (平裝本)
Paul Varcholik
- 出版商: Addison Wesley
- 出版日期: 2014-05-29
- 售價: $2,210
- 貴賓價: 9.5 折 $2,100
- 語言: 英文
- 頁數: 592
- 裝訂: Paperback
- ISBN: 0321962729
- ISBN-13: 9780321962720
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商品描述
This step-by-step text demystifies modern graphics programming so you can quickly start writing professional code with DirectX and HLSL. Expert graphics instructor Paul Varcholik starts with the basics: a tour of the Direct3D graphics pipeline, a 3D math primer, and an introduction to the best tools and support libraries.
Next, you’ll discover shader authoring with HLSL. You’ll implement basic lighting models, including ambient lighting, diffuse lighting, and specular highlighting. You’ll write shaders to support point lights, spotlights, environment mapping, fog, color blending, normal mapping, and more.
Then you’ll employ C++ and the Direct3D API to develop a robust, extensible rendering engine. You’ll learn about virtual cameras, loading and rendering 3D models, mouse and keyboard input, and you’ll create a flexible effect and material system to integrate your shaders.
Finally, you’ll extend your graphics knowledge with more advanced material, including post-processing techniques for color filtering, Gaussian blurring, bloom, and distortion mapping. You’ll develop shaders for casting shadows, work with geometry and tessellation shaders, and implement a complete skeletal animation system for importing and rendering animated models.
You don’t need any experience with 3D graphics or the associated math: Everything’s taught hands-on, and all graphics-specific code is fully explained.
Coverage includes
• The Direct3D API and graphics pipeline
• A 3D math primer: vectors, matrices, coordinate systems, transformations, and the DirectX Math library
• Free and low-cost tools for authoring, debugging, and profiling shaders
• Extensive treatment of HLSL shader authoring
• Development of a C++ rendering engine
• Cameras, 3D models, materials, and lighting
• Post-processing effects
• Device input, component-based architecture, and software services
• Shadow mapping, depth maps, and projective texture mapping
• Skeletal animation
• Geometry and tessellation shaders
• Survey of rendering optimization, global illumination, compute shaders, deferred shading, and data-driven engine architecture
商品描述(中文翻譯)
快速入門 DirectX 3D 程式設計:無需 3D 經驗
這本逐步指導的書籍揭開了現代圖形程式設計的神秘面紗,讓您能夠快速開始使用 DirectX 和 HLSL 撰寫專業代碼。專業圖形講師 Paul Varcholik 從基礎開始:介紹 Direct3D 圖形管線、3D 數學入門,以及最佳工具和支援庫的介紹。
接下來,您將學習使用 HLSL 進行著色器創作。您將實現基本的光照模型,包括環境光、漫反射光和高光。您將撰寫著色器以支援點光源、聚光燈、環境映射、霧效、顏色混合、法線映射等。
然後,您將使用 C++ 和 Direct3D API 開發一個穩健且可擴展的渲染引擎。您將學習虛擬相機、加載和渲染 3D 模型、滑鼠和鍵盤輸入,並創建一個靈活的效果和材質系統來整合您的著色器。
最後,您將通過更高級的材料擴展您的圖形知識,包括顏色過濾、高斯模糊、光暈和失真映射的後處理技術。您將開發用於投射陰影的著色器,處理幾何和細分著色器,並實現一個完整的骨骼動畫系統以導入和渲染動畫模型。
您不需要任何 3D 圖形或相關數學的經驗:所有內容均以實作方式教授,所有圖形特定的代碼都會詳細解釋。
內容涵蓋
• Direct3D API 和圖形管線
• 3D 數學入門:向量、矩陣、坐標系、變換和 DirectX 數學庫
• 免費和低成本的工具用於創作、除錯和分析著色器
• HLSL 著色器創作的廣泛處理
• C++ 渲染引擎的開發
• 相機、3D 模型、材質和光照
• 後處理效果
• 設備輸入、基於組件的架構和軟體服務
• 陰影映射、深度圖和投影紋理映射
• 骨骼動畫
• 幾何和細分著色器
• 渲染優化、全局光照、計算著色器、延遲著色和數據驅動引擎架構的概述
