Practical Rendering and Computation with Direct3D 11

Regular price €62.99
Quantity:
Delivery/Collection within 10-20 working days
Shipping & Delivery
A01=Jack Hoxley
A01=Jason Zink
A01=Matt Pettineo
advanced rendering techniques
Author_Jack Hoxley
Author_Jason Zink
Author_Matt Pettineo
Buffer Resources
Category=PHJ
Category=PS
Category=UGN
Category=UMK
Clip Space
computation pipeline
Compute Shader
Constant Buffer
Deferred Rendering
Depth Stencil
Direct3D 11
Domain Shader
Dynamic Tessellation
eq_bestseller
eq_computing
eq_isMigrated=1
eq_isMigrated=2
eq_nobargain
eq_non-fiction
eq_science
Geometry Shader
GPU programming
graphics API development
high level shading language
Hull Shader
Image Processing
In-Game Vision Systems
Index Buffer
Mesh Rendering
multithreaded graphics
multithreaded rendering
parallel computation
Pixel Shader
Rasterizer Stage
real time image processing
Render Target
Rendering Pipeline
Shader Object
Shader Programs
Shader Stage
Structured Buffer
Swap Chain
Tessellation Algorithms
Tessellation Factors
Texture Coordinates
Thread Group
Unordered Access Views
Vertex Buffer
Vertex Shader
Vertex Skinning

Product details

  • ISBN 9780367659257
  • Weight: 1200g
  • Dimensions: 191 x 235mm
  • Publication Date: 30 Sep 2020
  • Publisher: Taylor & Francis Ltd
  • Publication City/Country: GB
  • Product Form: Paperback
Secure checkout Fast Shipping Easy returns

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.

Key Features



  • Presents the high level concepts used to design algorithms


  • Describes the nuts and bolts of how to implement the algorithms


  • Explains each of the major components of the Direct3D 11 library


  • Shows how Direct3D 11 can be used in a variety of real-world situations


  • Provides source code and sample programs on a supplementary website

Jason Zink, Matt Pettineo, Jack Hoxley

More from this author