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

Book cover from the publisher catalogue.

Computer Graphics

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

By Kenwright

DirectX+HLSL/Graphics/Compute All-in-One is a comprehensive guide to mastering DirectX 12, HLSL shaders, and GPU compute programming. It introduces readers to the fundamentals of graphics pipelines, rendering, ray tracing, and compute workflows, while providing practical examples and optimizations for real-world projects.

Pages
432
Publication
25 June 2025
Language
English
ISBN
9798289659729
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If GPU Computing keeps catching your attention, “DirectX+HLSL/Graphics/Compute All-in-One” is a title to put on your radar. Its listed scope opens a worthwhile conversation about Computer Graphics. Games bring rules, feedback, and interaction into a single working experience. Give the reading a playful destination: one mechanic or interaction that you can explain, change, and share. Keep it close to the place where you read. Choose a manageable section, leave yourself a clear return point, and let the topic become part of a rhythm you can sustain. A worthwhile idea does not need to be rushed. A promising addition to a reading list with a purpose.

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Explore Computer Graphics, Game Development, Programming with a reading approach that gives the ideas somewhere to go. Games bring rules, feedback, and interaction into a single working experience. Give the reading a playful destination: one mechanic or interaction that you can explain, change, and share.

The listed 432 pages give a sense of extent; page count alone does not establish depth or difficulty.

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Publisher’s synopsis

DirectX+HLSL/Graphics/Compute All-in-One by Kenwright is a hands-on exploration of modern GPU programming. Covering DirectX 12 from the ground up, it explains the graphics pipeline, rendering techniques, ray tracing, and compute workflows. Each chapter includes minimal working examples and code snippets that make complex concepts accessible. Readers learn how to harness the full power of their GPU, optimize performance, and extend examples into larger projects such as tools and games. This book is ideal for developers, students, and enthusiasts who want to push the boundaries of real-time graphics and compute.

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