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"Get Started Quickly with DirectX 3D Programming: No 3D Experience Needed  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&#8217ll discover shader authoring with HLSL. You&#8217ll implement basic lighting models, including ambient lighting, diffuse lighting, and specular highlighting. You&#8217ll write shaders to support point lights, spotlights, environment mapping, fog, color blending, normal mapping, and more. Then you&#8217ll employ C++ and the Direct3D API to develop a robust, extensible rendering engine. You&#8217ll learn about virtual cameras, loading and rendering 3D models, mouse and keyboard input, and you&#8217ll create a flexible effect and material system to integrate your shaders.  Finally, you&#8217ll extend your graphics knowledge with more advanced material, including post-processing techniques for color filtering, Gaussian blurring, bloom, and distortion mapping. You&#8217ll 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&#8217t need any experience with 3D graphics or the associated math: Everything&#8217s taught hands-on, and all graphics-specific code is fully explained. Coverage includes  &#8226&nbsp&nbsp&nbsp The Direct3D API and graphics pipeline &#8226&nbsp&nbsp&nbsp A 3D math primer: vectors, matrices, coordinate systems, transformations, and the DirectX Math library &#8226&nbsp&nbsp&nbsp Free and low-cost tools for authoring, debugging, and profiling shaders &#8226&nbsp&nbsp&nbsp Extensive treatment of HLSL shader authoring &#8226&nbsp&nbsp&nbsp Development of a C++ rendering engine &#8226&nbsp&nbsp&nbsp Cameras, 3D models, materials, and lighting &#8226&nbsp&nbsp&nbsp Post-processing effects &#8226&nbsp&nbsp&nbsp Device input, component-based architecture, and software services &#8226&nbsp&nbsp&nbsp Shadow mapping, depth maps, and projective texture mapping &#8226&nbsp&nbsp&nbsp Skeletal animation &#8226&nbsp&nbsp&nbsp Geometry and tessellation shaders &#8226&nbsp&nbsp&nbsp Survey of rendering optimization, global illumination, compute shaders, deferred shading, and data-driven engine architecture
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