Table of contents
Frontmatter
CONTENTS
ACKNOWLEDGMENTS
INTRODUCTION
Chapter 1. VECTOR ALGEBRA
Chapter 2. MATRIX ALGEBRA
Chapter 3. TRANSFORMATIONS
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
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
INDEX
33 chapters available

