Practical Rendering and Computation with Direct3D 11

Front Cover
CRC Press, Apr 19, 2016 - Computers - 648 pages
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 me
 

Contents

Chapter 1Overview of Direct3D 11
1
Chapter 2 Direct3D 11 Resources
27
Chapter 3 The Rendering Pipeline
117
Chapter 4 The Tessellation Pipeline
263
Chapter 5 The Computation Pipeline
287
Chapter 6 High Level Shading Language
311
Chapter 7 Multithreaded Rendering
355
Chapter 8 Mesh Rendering
381
Chapter 11 Deferred Rendering
491
Chapter 12 Simulations
543
Chapter 13 Multithreaded Paraboloid Mapping
577
Source Code
605
Direct3D 11 Queries
613
Tessellation Summary
619
Bibliography
621
Index
625

Chapter 9 Dynamic Tessellation
413
Chapter 10 Image Processing
469
Back cover
632
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About the author (2016)

Jason Zink, Matt Pettineo, Jack Hoxley