DirectX+HLSL/Graphics/Compute All-in-One

Author:   Kenwright
Publisher:   Independently Published
ISBN:  

9798289659729


Pages:   232
Publication Date:   25 June 2025
Format:   Paperback
Availability:   Available To Order   Availability explained
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DirectX+HLSL/Graphics/Compute All-in-One


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Overview

Unlock the Full Power of Your GPU with DirectX 12Modern GPUs are capable of over 10 trillion floating-point operations per second. That's more computing power than NASA had during the entire Apollo program-combined. Yet most software barely taps into that potential. That's where DirectX 12 steps in. This isn't your grandfather's graphics API. DirectX 12 puts you in control of a silicon supercomputer-with no safety net. The conveniences of DX11 are gone. In their place: unprecedented speed and complexity. Memory missteps can crash your entire system. Misplace a barrier and your GPU happily renders corrupted output. But when you get it right, the performance gains are extraordinary. Why This Book ExistsMost resources fall into two categories: basic tutorials that stop short of real-world utility, or specification-heavy docs that read like hardware contracts. This book cuts through both. You'll get the how and the why-because even drawing a single triangle requires hundreds of lines of code. You'll begin with the fundamentals, but quickly explore the areas most books avoid: Structuring your engine for multi-threaded command list recording Transitioning from rasterization to ray tracing Managing pipeline state objects like a pro Navigating GPU memory heaps (there are three, and yes-it matters) Making the most of compute pipelines What You'll Build A full GPU-driven rendering implementation A compute-powered system for large-scale particle simulation A material and lighting system using DXIL shader linking A working real-time ray tracing pipeline More importantly, you'll learn how to think in DirectX 12 terms. Once you do, even Vulkan will start to make sense. A Few Warnings DirectX 12 has no training wheels. Your first programs will crash-spectacularly. Memory management is your job now. Barriers matter, and mistakes are visible. Your debugger isn't optional. It's a survival tool. Whether you're transitioning from DX11/OpenGL or entering graphics programming for the first time, this book is your deep-end dive. Stick with it, and you'll gain skills that usually take years to develop. Let's get your GPU sweating.

Full Product Details

Author:   Kenwright
Publisher:   Independently Published
Imprint:   Independently Published
Dimensions:   Width: 17.80cm , Height: 1.20cm , Length: 25.40cm
Weight:   0.408kg
ISBN:  

9798289659729


Pages:   232
Publication Date:   25 June 2025
Audience:   General/trade ,  General
Format:   Paperback
Publisher's Status:   Active
Availability:   Available To Order   Availability explained
We have confirmation that this item is in stock with the supplier. It will be ordered in for you and dispatched immediately.

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