Introduction to 3d programming with directx 10 pdf
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Batura [hdQ. Gerig [iF6. Kennedy, KimWalsh-Phillips [jd3. This book presents an introduction to programming interactive computer graphics, with an emphasis on game development, using Direct3D It teaches the fundamentals of Direct3D and shader programming, after which the reader will be prepared to go on and learn more advanced techniques.
The book is divided into three main parts. Part I explains the mathematical tools that will be used throughout this book. Part II shows how to implement fundamental tasks in Direct3D, such as initialization, defining 3D geometry, setting up cameras, creating vertex, pixel, and geometry shaders, lighting, texturing, blending, and stenciling.
Part III is largely about applying Direct3D to implement a variety of interesting techniques and special effects, such as working with meshes, terrain rendering, picking, particle systems, environment mapping, normal mapping, shadows, and rendering to textures. It should be emphasized that this is an introduction to Direct3D 10, shader programming, and game programming; it is not an introduction to general computer programming.
The reader should satisfy the following prerequisites:. Once downloaded, follow the instructions given by the installation wizard. Direct3D 10 requires Direct3D 10 capable hardware. The demos in this book were tested on a Geforce GTS. Experienced Direct3D 9 programmers wishing to learn the latest iteration of Direct3D. Prerequisites It should be emphasized that this is an introduction to Direct3D 10, shader programming, and game programming; it is not an introduction to general computer programming.
The reader should satisfy the following prerequisites: High School mathematics: algebra, trigonometry, and mathematical functions, for example. Competent with Visual Studio: should know how to create projects, add files, and specify external libraries to link, for example. Chapter 1, Vector Algebra: Vectors are, perhaps, the most fundamental mathematical objects used in computer games.
We use vectors to represent positions, displacements, directions, velocities, and forces, for example. In this chapter, we study vectors and the operations used to manipulate them. Chapter 2, Matrix Algebra: Matrices provide an efficient and compact way of representing transformations. In this chapter, we become familiar with matrices and the operations defined on them.
Chapter 3, Transformations: This chapter examines three fundamental geometric transformations: scaling, rotation, and translation. We use these transformations to manipulate 3D objects in space.
In addition, we explain change of coordinate transformations, which are used to transform coordinates representing geometry from one coordinate system into another. Chapter 4, Direct3D Initialization: In this chapter, we learn what Direct3D is about and how to initialize it in preparation for 3D drawing. Basic Direct3D topics are also introduced, such as surfaces, pixel formats, page flipping, depth buffering, and multisampling. We also learn how to measure time with the performance counter, which we use to compute the frames rendered per second.
In addition, we show how to output 2D text, and give some tips on debugging Direct3D applications.
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