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Practical Rendering and Computation with Direct3D 11 [Hardcover]

Jason Zink , Matt Pettineo , Jack Hoxley
3.5 out of 5 stars  See all reviews (2 customer reviews)
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Book Description

4 Aug 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.


Frequently Bought Together

Practical Rendering and Computation with Direct3D 11 + Beginning Directx 11 Game Programming + Introduction to 3D Game Programming with Directx 11
Price For All Three: £90.56

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Product details

  • Hardcover: 648 pages
  • Publisher: A K Peters/CRC Press (4 Aug 2011)
  • Language: English
  • ISBN-10: 1568817207
  • ISBN-13: 978-1568817200
  • Product Dimensions: 19.1 x 3.6 x 23.5 cm
  • Average Customer Review: 3.5 out of 5 stars  See all reviews (2 customer reviews)
  • Amazon Bestsellers Rank: 328,781 in Books (See Top 100 in Books)
  • See Complete Table of Contents

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Review

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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Most Helpful Customer Reviews
5 of 5 people found the following review helpful
Format:Hardcover
Excellent book for learning and understand how Direct3D 11 works and how to use it.
I am a newbie on graphics and DirectX programming, and maybe for some users this book could be difficult to read without a small background of 3D-graphics and object oriented programming... But the content of this book clears a lot of dark corners of the Direct3D programming up, especially if you do not have a solid understanding how the API works.
The book could be divided into two parts, one form those want to know more about the base of the API (and also for those don't know nothing or quite nothing about Direct3D 11), and a second part about some intermediate and advanced topics and techniques that could be done with the last version of Direct3D.
The first parte explains very clearly the fundamentals of Direct3D, starting with a small overview of the API itself, then explaining every single notion in the right order to understand how Direct3D works and how use it, from the resources (buffers and textures), to the rendering pipeline (showing every single stage, including high-level pipeline functions). It also teaches very well the two new most important additions since Direct3D 10.x: the tessellation pipeline and the computation pipeline. It also has a chapter about HLSL (High Level Shader Language)
The second part is more about advanced topic, like multithreaded rendering, tessellation, deferred rendering and water simulation. These topics are approached to show the potential of Direct3D 11, so if you are searching traditional algorithm and basic render operation you should search elsewhere (the MSDN library could be a good point to start ' ).
The book doesn't provide the traditional CD with the sources and the reference of the example, but the authors have preferred to provide a full , complete and free rendering library (under MIT license) available on its project website (http://hieroglyph3.codeplex.com/).
So if you are searching a book to learn and understood Direct3D 11 this book is for you. You will not found the traditional approach (or the approach of many books) where you have a lot of dummy example where you found "hey, this program draw a triangle and fill it with yellow... well, this line do this, this and this..., this is another thing, this other is just a pattern... oh yes here we have the 5 lines (of more than 350) that I will explain for this example"... With this book you will understand the Direct3D API in its rules better than all other book I have found around the web, and you will learn how use all this rules to do what you exactly have in mind.
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0 of 3 people found the following review helpful
2.0 out of 5 stars Nice book, BUT... 31 Jan 2012
By Teddy
Format:Hardcover|Amazon Verified Purchase
- Accompany examples in CD (hieroglyph) should be much (!) well written using lates C++. U can use STL or Boost for many of the things in there!
- Pictures in majority are with no specific purpose and I feel kinda used to "fill the pages". Example: Textures pictures are so many and so no informative!
- Need MUCH more practical examples in there if you want your audience not only to buy the book but also learn from it.
- Many things in there just plain repeat, I feel like dejavu reading many of the things.

That book can be in half, even third of pages, with bigger quality.
Otherwise print, paper quality and look are superb.
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Amazon.com: 4.2 out of 5 stars  11 reviews
25 of 27 people found the following review helpful
3.0 out of 5 stars Unremarkable 23 Oct 2011
By Patrick Rouse - Published on Amazon.com
Format:Hardcover|Amazon Verified Purchase
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 of 3 people found the following review helpful
5.0 out of 5 stars Great book for learning Direct3D 11 API 26 Aug 2011
By Vahid Kazemi - Published on Amazon.com
Format:Hardcover
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 out of 5 stars A decent book 31 Mar 2013
By Clockwork - Published on Amazon.com
Format:Hardcover|Amazon Verified Purchase
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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