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Pt. I Mathematical Prerequisites
Ch. 1 Vector Algebra Ch. 2 Matrix Algebra Ch. 3 Transformations Pt. II Direct3D Foundations Ch. 4 Direct3D Initialization Ch. 5 The Rendering Pipeline Ch. 6 Lighting Ch. 7 Texturing Ch. 8 Blending Ch. 9 Stenciling Ch. 10 The Geometry Shader Pt. III Direct3D Topics Ch. 11 Cube Mapping Ch. 12 Normal Mapping Ch. 13 Shadow Mapping Ch. 14 Meshes Ch. 15 Picking Ch. 16 Terrain Rendering Ch. 17 Particle Systems and Stream Output App. A Introduction to Windows Programming App. B High-Level Shading Language Reference App. C Some Analytic Geometry Bibliography and Further Reading Index |