title: Practical Rendering and Computation with Direct3D 11
author:  Jason Zink 
description: <P><STRONG>Practical Rendering and Computation with Direct3D 11</STRONG> packs in documentation and in-depth coverage of basic and high-level concepts related to using Direct 3D 11 and is a top pick for any serious programming collection.  perfect for a wide range of users. Any interested in computation and multicore models will find this packed with examples and technical applications.<BR><EM>Midwest Book Review</EM>, October 2011</P> <P>The authors have generously provided us with an optimal blend of concepts and philosophy, illustrative figures to clarify the more difficult points, and source code fragments to make the ideas concrete. Of particular interest is the chapter on multithreaded rendering, a topic that is essential in a multicore world. Later chapters include many examples such as skinning and displacement, dynamic tessellation, image processing (to illustrate DirectCompute), deferred rendering, physics simulations, and multithreaded paraboloid mapping. As if all this is not enough, the authors have made available their source code, called Hieroglyph 3. Books do not get any better than this!<BR>David Eberly, <EM>Geometric Tools</EM></P>
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  TeamLRN
  
  Graphics Programming with Direct X 9
  
  Module II
  
  (14 Week Lesson Plan)
  
  TeamLRN
  
  Lesson 1: Meshes
  
  **Textbook:** Chapter Eight (pgs. 2 – 77)
  
  ****
  
  **Goals:**
  
  The course begins by introducing some of the important mesh containers
  provided by the D3DX library. Discussion will center on performance issues,
  including attribute batching across mesh boundaries and subset rendering, as
  well as optimization techniques that speed up rendering on modern hardware.
  From there we will look at how to import X file geometry into our applications
  as well as how to construct and fill the mesh buffers manually. This will lead
  into a discussion of cloning (copying) mesh data and some of the features that
  can be exploited in the process. The next topic of discussion will be the
  management of geometric level of detail using view independent progressive
  meshes. We will look at how to construct and use progressive meshes and see
  how they work algorithmically. This will