DirectX+HLSL/Graphics/Compute All-in-One
暫譯: DirectX+HLSL/圖形/計算全方位指南

Kenwright

  • 出版商: Independently Published
  • 出版日期: 2025-06-25
  • 售價: $1,860
  • 貴賓價: 9.5$1,767
  • 語言: 英文
  • 頁數: 232
  • 裝訂: Quality Paper - also called trade paper
  • ISBN: 9798289659729
  • ISBN-13: 9798289659729
  • 相關分類: 遊戲開發設計3D建模 3D-modeling
  • 海外代購書籍(需單獨結帳)

商品描述

Unlock the Full Power of Your GPU with DirectX 12

Modern GPUs are capable of over 10 trillion floating-point operations per second. That's more computing power than NASA had during the entire Apollo program-combined. Yet most software barely taps into that potential. That's where DirectX 12 steps in.

This isn't your grandfather's graphics API. DirectX 12 puts you in control of a silicon supercomputer-with no safety net. The conveniences of DX11 are gone. In their place: unprecedented speed and complexity. Memory missteps can crash your entire system. Misplace a barrier and your GPU happily renders corrupted output. But when you get it right, the performance gains are extraordinary.

Why This Book Exists

Most resources fall into two categories: basic tutorials that stop short of real-world utility, or specification-heavy docs that read like hardware contracts. This book cuts through both. You'll get the how and the why-because even drawing a single triangle requires hundreds of lines of code.

You'll begin with the fundamentals, but quickly explore the areas most books avoid:

  • Structuring your engine for multi-threaded command list recording

  • Transitioning from rasterization to ray tracing

  • Managing pipeline state objects like a pro

  • Navigating GPU memory heaps (there are three, and yes-it matters)

  • Making the most of compute pipelines

What You'll Build
  • A full GPU-driven rendering implementation

  • A compute-powered system for large-scale particle simulation

  • A material and lighting system using DXIL shader linking

  • A working real-time ray tracing pipeline

More importantly, you'll learn how to think in DirectX 12 terms. Once you do, even Vulkan will start to make sense.

A Few Warnings
  1. DirectX 12 has no training wheels. Your first programs will crash-spectacularly.

  2. Memory management is your job now. Barriers matter, and mistakes are visible.

  3. Your debugger isn't optional. It's a survival tool.

Whether you're transitioning from DX11/OpenGL or entering graphics programming for the first time, this book is your deep-end dive. Stick with it, and you'll gain skills that usually take years to develop.

Let's get your GPU sweating.

商品描述(中文翻譯)

解鎖您的 GPU 的全部潛力,使用 DirectX 12

現代 GPU 能夠每秒執行超過 10 兆次的浮點運算。這比 NASA 在整個阿波羅計畫期間擁有的計算能力還要多。然而,大多數軟體幾乎無法充分利用這種潛力。這就是 DirectX 12 的用武之地。

這不是您祖父的圖形 API。DirectX 12 讓您掌控一台矽超級電腦——沒有安全網。DX11 的便利性已經消失,取而代之的是前所未有的速度和複雜性。記憶體錯誤可能會使整個系統崩潰。錯誤放置一個障礙,您的 GPU 會愉快地渲染出損壞的輸出。但當您做對時,性能提升是非凡的。

本書存在的原因

大多數資源分為兩類:基本教程,無法提供實際應用的價值,或是以規範為重的文檔,讀起來像硬體合約。本書打破了這兩者的界限。您將獲得「如何」和「為什麼」——因為即使是繪製一個三角形也需要數百行代碼。

您將從基礎開始,但很快探索大多數書籍避免的領域:
- 為多執行緒命令列表錄製結構化您的引擎
- 從光柵化過渡到光線追蹤
- 像專業人士一樣管理管線狀態物件
- 瀏覽 GPU 記憶體堆(有三個,且確實重要)
- 充分利用計算管線

您將構建的內容:
- 一個完整的 GPU 驅動渲染實現
- 一個用於大規模粒子模擬的計算驅動系統
- 一個使用 DXIL 着色器鏈接的材質和照明系統
- 一個可運作的實時光線追蹤管線

更重要的是,您將學會如何在 DirectX 12 的術語中「思考」。一旦您掌握了這一點,即使是 Vulkan 也會開始變得有意義。

幾個警告:
1. DirectX 12 沒有訓練輪。您的第一個程式將會壯觀地崩潰。
2. 記憶體管理現在是您的工作。障礙物很重要,錯誤是可見的。
3. 您的除錯器不是可選的。它是一種生存工具。

無論您是從 DX11/OpenGL 過渡,還是第一次進入圖形編程,本書都是您深入的跳水。堅持下去,您將獲得通常需要多年才能發展的技能。

讓我們讓您的 GPU 開始運作吧。