✇ Free Read  Format Kindle [ ₑ Introduction To 3D Game Programming With Direct X 12 (English Edition) ] ̮ Book By Frank D Luna ᾨ ✇ Free Read Format Kindle [ ₑ Introduction To 3D Game Programming With Direct X 12 (English Edition) ] ̮ Book By Frank D Luna ᾨ This updated bestseller provides an introduction to programming interactive computer graphics, with an emphasis on game development using DirectX 12 Companion files available for downloading with order number by writing to info merclearning.com The book is divided into three main parts basic mathematical tools, fundamental tasks in Direct3D, and techniques and special effects It shows how to use new Direct12 features such as command lists, pipeline state objects, descriptor heaps and tables, and explicit resource management to reduce CPU overhead and increase scalability across multiple CPU cores The book covers modern special effects and techniques such as hardware tessellation, writing compute shaders, ambient occlusion, reflections, normal and displacement mapping, shadow rendering, and character animation Includes a companion DVD with code and figures.Features Provides an introduction to programming interactive computer graphics, with an emphasis on game development using DirectX 12 Uses new Direct3D 12 features to reduce CPU overhead and take advantage of multiple CPU cores Contains detailed explanations of popular real time game effects Includes a DVD with source code and all the images including 4 color from the book Companion files available for downloading with order number by writing to info merclearning.com Learn advance rendering techniques such as ambient occlusion, real time reflections, normal and displacement mapping, shadow rendering, programming the geometry shader, and character animation Covers a mathematics review and 3D rendering fundamentals such as lighting, texturing, blending and stenciling Use the end of chapter exercises to test understanding and provide experience with DirectX 12 Brief Table of ContentsPart I Mathematical Prerequisites Vector Algebra Matrix Algebra Transformations Part II Direct3D Foundations Direct3D Initialization The Rendering Pipeline Drawing in Direct3D Part 1 Drawing in Direct3D Part 2 Lighting Texturing Blending Stenciling The Geometry Shader The Compute Shader The Tessellation Stages Part III Topics Building A First Person Camera Dynamic Indexing Instancing and Frustum Culling Picking Cube Mapping Normal Mapping Shadow Mapping Ambient Occlusion Quaternions Character Animation Appendices Introduction to Windows Programming High Level Shader Language Reference Some Analytic Geometry Solutions to Selected Exercises on disc Index.On The DVD Companion files available for downloading with order number by writing to info merclearning.com Source code Animations All images from the text including 4 color originals About The AuthorFrank D Luna has been programming interactive 3D graphics with DirectX for than fifteen years He is the author of three bestselling books on DirectX and has worked in 3D medical visualization, 3D architectural design software, and gaming He holds a BS in mathematics from the University of California, Irvine. 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