I am officially a published author

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. πŸ˜›

13 thoughts on “I am officially a published author

  1. congrats, Mr. Big Author man! πŸ™‚ 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.

  2. Congratulations MJP – Finishing something like this is to be admired. I continue to follow your work with interest!

  3. 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?

  4. Hi Tiago, I’m going to ask the authors of those sections so that I can get an accurate answer for you.

  5. 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.

  6. 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

  7. 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!

  8. 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 πŸ™‚

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