Introduction to 3D Game Programming with DirectX 12 (Computer Science) (2016)

Introduction to 3D Game Programming with DirectX 12 (Computer Science) (2016)

PART I MATHEMATICAL PREREQUISITES

Chapter 1 Vector Algebra

Chapter 2 Matrix Algebra

Chapter 3 Transformations

PART II DIRECT 3D FOUNDATIONS

Chapter 4 Direct3D Initialization

Chapter 5 The Rendering Pipeline

Chapter 6 Drawing in Direct3D

Chapter 7 Drawing in Direct 3D Part II

Chapter 8 Lighting

Chapter 9 Texturing

Chapter 10 Blending

Chapter 11 Stenciling

Chapter 12 The Geometry Shader

Chapter 13 The Compute Shader

Chapter 14 The Tessellation Stages

PART III TOPICS

Chapter 15 Building a First Person Camera and Dynamic Indexing

Chapter 16 Instancing and Frustum Culling

Chapter 17 Picking

Chapter 18 Cube Mapping

Chapter 19 Normal Mapping

Chapter 20 Shadow Mapping

Chapter 21 Ambient Occlusion

Chapter 22 Quaternions

Chapter 23 Character Animation

Appendix A: Introduction to Windows Programming

Appendix B: High Level Shader Language Reference

Appendix C: Some Analytic Geometry

Appendix D: Solutions to Selected Exercises

Appendix E: Bibliography and Further Reading