Practical Rendering And Computation With Direct3D 11

Practical Rendering And Computation With Direct3D 11

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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 Lowlevel 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 Indepth 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.Comby 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 Realworld Situations Provides Source Code And Sample Programs On A Supplementary Website

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Frequently Asked Questions

  • Q: What is the main focus of 'Practical Rendering and Computation with Direct3D 11'? A: The book focuses on providing a deep understanding of both high and low-level concepts related to using Direct3D 11, including rendering and computation pipelines, major library components, and practical applications.
  • Q: Who is the author of the book? A: The author of 'Practical Rendering and Computation with Direct3D 11' is Jason Zink, who is an active member of the Direct3D community.
  • Q: What type of content can I find in this book? A: The book contains conceptual introductions, detailed examples, sample algorithms, and discussions on how to leverage Direct3D 11's capabilities effectively.
  • Q: Is there any source code available from the book? A: Yes, all source code from the book is accessible through an actively maintained open source rendering framework, which can be downloaded from http://hieroglyph3.codeplex.com.
  • Q: What is the publication date of 'Practical Rendering and Computation with Direct3D 11'? A: The book was published on July 27, 2011.
  • Q: How many pages does the book have? A: The book has a total of 648 pages.
  • Q: What is the binding type of this book? A: 'Practical Rendering and Computation with Direct3D 11' is available in hardcover binding.
  • Q: What are some key features of the book? A: Key features include high-level concepts for algorithm design, detailed explanations of Direct3D 11 components, and practical examples of its applications in real-world scenarios.
  • Q: Is this book suitable for beginners in Direct3D? A: While the book offers valuable insights, it is best suited for readers with some prior knowledge of Direct3D and graphics programming concepts.
  • Q: Can this book help me with multithreaded rendering in Direct3D 11? A: Yes, the book covers multithreaded rendering, providing insights into its implementation and how to effectively utilize it within Direct3D 11.