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Intro to Game Programming Using DirectX 12 Frank Luna.
- Format:
- Book
- Author/Creator:
- Luna, Frank, Author.
- Language:
- English
- Physical Description:
- 1 online resource
- Place of Publication:
- Mercury Learning, [2025]
- Language Note:
- In English.
- Contents:
- Frontmatter
- Contents
- Acknowledgments
- Introduction
- Mathematical Prerequisites
- Chapter 1: Vector Algebra
- Chapter 2: Matrix Algebra
- Chapter 3: Transformations
- Direct3D Foundations
- Chapter 4: Direct3D Initialization
- Chapter 5: The Rendering Pipeline
- Chapter 6: Drawing in Direct3D
- Chapter 7: Drawing in Direct3D 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
- Topics
- Chapter 15: Building a First Person Camera
- 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
- Chapter 24: Terrain Rendering
- Chapter 25: Particle Systems
- Chapter 26: Amplification and Mesh Shaders
- Chapter 27: Ray Tracing
- Appendix A: Introduction to Windows Programming
- Appendix B: High Level Shader Language Reference
- Appendix C: Some Analytic Geometry
- Appendix D: Solutions to Selected Exercises
- Bibliography and Further Reading
- Index
- Notes:
- Description based on online resource; title from PDF title page (publisher's Web site, viewed January 20 2026)
- ISBN:
- 1-68392-915-2
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