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Intro to Game Programming Using DirectX 12
-
Frank Luna
Language:
English
Published/Copyright:
2025
Topics
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Frontmatter
i -
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Contents
vii -
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Acknowledgments
xxvii -
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Introduction
xxix - Part I Mathematical Prerequisites
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Chapter 1: Vector Algebra
1 -
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Chapter 2: Matrix Algebra
37 -
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Chapter 3: Transformations
61 - Part II Direct3D Foundations
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Chapter 4: Direct3D Initialization
91 -
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Chapter 5: The Rendering Pipeline
175 -
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Chapter 6: Drawing in Direct3D
219 -
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Chapter 7: Drawing in Direct3D Part II
291 -
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Chapter 8: Lighting
339 -
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Chapter 9: Texturing
389 -
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Chapter 10: Blending
437 -
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Chapter 11: Stenciling
459 -
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Chapter 12: The Geometry Shader
485 -
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Chapter 13: The Compute Shader
507 -
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Chapter 14: The Tessellation Stages
553 - Part III Topics
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Chapter 15: Building a First Person Camera
579 -
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Chapter 16: Instancing and Frustum Culling
593 -
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Chapter 17: Picking
621 -
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Chapter 18: Cube Mapping
641 -
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Chapter 19: Normal Mapping
671 -
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Chapter 20: Shadow Mapping
697 -
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Chapter 21: Ambient Occlusion
733 -
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Chapter 22: Quaternions
755 -
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Chapter 23: Character Animation
785 -
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Chapter 24: Terrain Rendering
813 -
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Chapter 25: Particle Systems
845 -
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Chapter 26: Amplification and Mesh Shaders
881 -
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Chapter 27: Ray Tracing
909 -
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Appendix A: Introduction to Windows Programming
979 -
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Appendix B: High Level Shader Language Reference
1001 -
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Appendix C: Some Analytic Geometry
1017 -
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Appendix D: Solutions to Selected Exercises
1029 -
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Bibliography and Further Reading
1031 -
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Index
1037
Publishing information
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eBook published on:
November 14, 2025
eBook ISBN:
9781683929154
Paperback published on:
November 14, 2025
Paperback ISBN:
9781683929161
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Safety & product resources
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Manufacturer information:
Walter de Gruyter GmbH
Genthiner Straße 13
10785 Berlin
productsafety@degruyterbrill.com