I recently collaborated with fellow DX MVP’s Jason Zink and Jack Hoxley to write a D3D11-focused book entitled Practical Rendering and Computation with Direct3D 11, which just came up for sale on Amazon today. I wrote the HLSL and Deferred Rendering chapters in particular. All of the code samples are up on the Hieroglyph 3 CodePlex site, if you want to get an idea of the content. Or you can just take my word for it that it’s awesome.
August 4, 2011 at 10:37 PM
congrats, Mr. Big Author man!
accomplishing something like that must feel really rewarding.
gonna give it a look at the source code first :p then i’ll take your word for it. perhaps. probably.
always liked your samples/code.
August 5, 2011 at 2:13 AM
Cheers! Congrats and neat to hear Jolly Jack is still at it
August 5, 2011 at 5:09 AM
Congratulations MJP – Finishing something like this is to be admired. I continue to follow your work with interest!
August 7, 2011 at 1:26 PM
Congrats! I would like to know if the articles about terrain and water simulation use techniques that provide good performance/quality? Or are those articles focused on teaching basic terrain/water rendering?
August 7, 2011 at 4:30 PM
Hi Tiago, I’m going to ask the authors of those sections so that I can get an accurate answer for you.
August 7, 2011 at 9:15 PM
Hi Tiago, I wrote the chapter on water simulation and can give you a little bit of background on it. It is based on a paper written by James F. O’Brien and Jessica K. Hodgins titled “Dynamic Simulation of Splashing Fluids”. I actually implemented this technique before DX11 hardware was available, but it makes efficient use of the compute shader functionality.
The sample program implements a 16×16 grid of tiles of 16×16 groups of water tiles, and still runs at good rates. On my laptop, which has a 8600M GT, it runs at approximately 80 fps. Since this is a DX10 level card, that’s not too bad. On my main dev machine which has a 5700 AMD card, it runs at ~650 fps.
Although you don’t need to take my word for it – you can download the code and check it out for yourself! That was a big part of the reason that we chose to use an open source project for our samples – so that people could see what they are getting, and also to keep updating the code base after the book was finished up.
August 8, 2011 at 5:09 AM
Where is this code available at to download? I would like to take a look at the examples.
August 8, 2011 at 5:10 AM
Opps, just woke up and realized it is on the Hieroglyph 3 CodePlex site. Never mind.
August 8, 2011 at 7:53 AM
Hi JasonZ! Sadly I won’t have access to my dev machine until next week, so I can’t try the demos…
Anyway I already ordered the book =D
August 8, 2011 at 8:21 AM
That’s great – I look forward to hearing any feedback (good or bad) on the book, and of course also on the Hieroglyph codebase and samples!
August 23, 2011 at 4:03 AM
Just received my copy
Check out this hands-on photo: http://img829.imageshack.us/img829/728/imag0200o.jpg
August 24, 2011 at 3:07 AM
You do realize that the spine of the book reads: “Practical Rendering & Computation with Direct 3D 1″. Yes that’s right “Direct3D 1″. Looks like one the digits in 11 has been cropped
August 24, 2011 at 3:35 AM
LOL, I didn’t noticed that before