Just finished DirectX+HLSL/Graphics/Compute All-in-One - wow! The part about HLSL really got me thinking.
Times are changing, and so it the world - however, the wisdom and knowledge within books last forever!
This Computer Graphics book offers DirectX and DirectX 12 and HLSL and GPU Programming and Graphics Pipeline and Ray Tracing and Compute Shaders and Game Development and Rendering and Optimization and Shader Development content that will transform your understanding of DirectX. DirectX+HLSL/Graphics/Compute All-in-One has been praised by critics and readers alike for its DirectX, DirectX 12, HLSL.
The highly acclaimed author brings years of experience to this Computer Graphics work, making it essential reading for anyone interested in DirectX or DirectX 12 or HLSL or GPU Programming or Graphics Pipeline or Ray Tracing or Compute Shaders or Game Development or Rendering or Optimization or Shader Development.
Optimization has never been explained so clearly and powerfully.
You'll finish this book with a completely new understanding of DirectX 12.
A brilliant synthesis of Ray Tracing and DirectX 12 that changes everything.
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Fantasy Map Connoisseur
This work by DirectX+HLSL/Graphics/Compute All-in-One represents a significant contribution to the field of Computer Graphics. The author's approach to DirectX demonstrates a sophisticated understanding that will benefit both novice and experienced readers alike. Particularly noteworthy is the discussion on Graphics Pipeline, which provides fresh insights into Game Development. The methodological rigor and theoretical framework make this an essential read for anyone interested in Computer Graphics. While some may argue that Ray Tracing, the overall quality of the research and presentation is undeniable. This volume will undoubtedly become a standard reference in the field of Game Development.
January 27, 2026
Critique Companion
I absolutely loved DirectX+HLSL/Graphics/Compute All-in-One! It completely changed my perspective on DirectX. At first I wasn't sure about HLSL, but by chapter 3 I was completely hooked. The way the author explains Game Development is so clear and relatable - it's like they're talking directly to you. I've already recommended this to all my friends who are interested in Shader Development. What I appreciated most was how the book made Graphics Pipeline feel so accessible. I'll definitely be rereading this one - there's so much to take in!
January 24, 2026
Library Whisperer
This work by DirectX+HLSL/Graphics/Compute All-in-One represents a significant contribution to the field of Computer Graphics. The author's approach to DirectX demonstrates a sophisticated understanding that will benefit both novice and experienced readers alike. Particularly noteworthy is the discussion on Shader Development, which provides fresh insights into DirectX 12. The methodological rigor and theoretical framework make this an essential read for anyone interested in Optimization. While some may argue that Game Development, the overall quality of the research and presentation is undeniable. This volume will undoubtedly become a standard reference in the field of GPU Computing.
January 30, 2026
Literature Remix Artist
Great book about DirectX! Highly recommend.Essential reading for anyone into Computer Graphics.Couldn't put it down - finished in one sitting!The best Computer Graphics book I've read this year.Worth every penny - packed with useful insights about DirectX 12.A must-read for Programming enthusiasts.
January 25, 2026
Narrative Synthesizer
Great book about DirectX! Highly recommend.Essential reading for anyone into Computer Graphics.Couldn't put it down - finished in one sitting!The best Computer Graphics book I've read this year.Worth every penny - packed with useful insights about Programming.A must-read for DirectX 12 enthusiasts.
February 7, 2026
Worldbuilding Enthusiast
I absolutely loved DirectX+HLSL/Graphics/Compute All-in-One! It completely changed my perspective on DirectX. At first I wasn't sure about Computer Graphics, but by chapter 3 I was completely hooked. The way the author explains Optimization is so clear and relatable - it's like they're talking directly to you. I've already recommended this to all my friends who are interested in HLSL. What I appreciated most was how the book made Game Development feel so accessible. I'll definitely be rereading this one - there's so much to take in!
February 5, 2026
TBR List Curator
DirectX+HLSL/Graphics/Compute All-in-One offers a compelling take on DirectX, though not without flaws. While the treatment of Computer Graphics is excellent, I found the sections on Shader Development less convincing. The author makes some bold claims about Rendering that aren't always fully supported. That said, the book's strengths in discussing Game Development more than compensate for any weaknesses. Readers looking for Ray Tracing will find much to appreciate here, even if not every argument lands perfectly. Overall, a valuable addition to the literature on Game Development, if not the definitive work.
January 11, 2026
Bookish Bard
DirectX+HLSL/Graphics/Compute All-in-One offers a compelling take on DirectX, though not without flaws. While the treatment of Ray Tracing is excellent, I found the sections on Graphics Pipeline less convincing. The author makes some bold claims about Optimization that aren't always fully supported. That said, the book's strengths in discussing GPU Computing more than compensate for any weaknesses. Readers looking for Compute Shaders will find much to appreciate here, even if not every argument lands perfectly. Overall, a valuable addition to the literature on GPU Programming, if not the definitive work.
January 28, 2026
Bookstore Nomad
This work by DirectX+HLSL/Graphics/Compute All-in-One represents a significant contribution to the field of Computer Graphics. The author's approach to DirectX demonstrates a sophisticated understanding that will benefit both novice and experienced readers alike. Particularly noteworthy is the discussion on HLSL, which provides fresh insights into Game Development. The methodological rigor and theoretical framework make this an essential read for anyone interested in Ray Tracing. While some may argue that Compute Shaders, the overall quality of the research and presentation is undeniable. This volume will undoubtedly become a standard reference in the field of Software Development.
January 30, 2026
Audio Book Binger
Great book about DirectX! Highly recommend.Essential reading for anyone into Computer Graphics.Couldn't put it down - finished in one sitting!The best Computer Graphics book I've read this year.Worth every penny - packed with useful insights about Game Development.A must-read for Programming enthusiasts.
February 8, 2026
Book Launch Insider
DirectX+HLSL/Graphics/Compute All-in-One offers a compelling take on DirectX, though not without flaws. While the treatment of DirectX 12 is excellent, I found the sections on Game Development less convincing. The author makes some bold claims about GPU Programming that aren't always fully supported. That said, the book's strengths in discussing GPU Computing more than compensate for any weaknesses. Readers looking for Optimization will find much to appreciate here, even if not every argument lands perfectly. Overall, a valuable addition to the literature on Rendering, if not the definitive work.
January 10, 2026
Retelling Enthusiast
This work by DirectX+HLSL/Graphics/Compute All-in-One represents a significant contribution to the field of Computer Graphics. The author's approach to DirectX demonstrates a sophisticated understanding that will benefit both novice and experienced readers alike. Particularly noteworthy is the discussion on Game Development, which provides fresh insights into Shader Development. The methodological rigor and theoretical framework make this an essential read for anyone interested in Game Development. While some may argue that GPU Computing, the overall quality of the research and presentation is undeniable. This volume will undoubtedly become a standard reference in the field of Ray Tracing.
January 10, 2026
Just finished DirectX+HLSL/Graphics/Compute All-in-One - wow! The part about HLSL really got me thinking.
After reading DirectX+HLSL/Graphics/Compute All-in-One, I'm seeing Compute Shaders in a whole new light.
I completely agree! The way the author approaches Optimization is brilliant.
Interesting perspective. I saw Game Development differently - more as Shader Development.
I completely agree! The way the author approaches Rendering is brilliant.
Interesting perspective. I saw Shader Development differently - more as Shader Development.
Interesting perspective. I saw Graphics Pipeline differently - more as DirectX.
Interesting perspective. I saw Graphics Pipeline differently - more as DirectX 12.
I'm not sure I agree about DirectX 12. To me, it seemed more like Rendering.
Great point! It reminds me of Rendering from another book I read.
Just finished DirectX+HLSL/Graphics/Compute All-in-One - wow! The part about Rendering really got me thinking.
I completely agree! The way the author approaches Optimization is brilliant.
Great point! It reminds me of DirectX from another book I read.
I think the author could have developed Ray Tracing more, but overall great.
I'd add that Shader Development is also worth considering in this discussion.
Have you thought about how DirectX 12 relates to HLSL? Adds another layer!
Yes! And don't forget about Optimization - that part was amazing.
Can we talk about how DirectX+HLSL/Graphics/Compute All-in-One handles Compute Shaders? So Graphics Pipeline!
I'd add that Game Development is also worth considering in this discussion.
What did you think about Shader Development? That's what really stayed with me.
I'd add that Optimization is also worth considering in this discussion.
I completely agree! The way the author approaches Ray Tracing is brilliant.
What did you think about Rendering? That's what really stayed with me.
I'm not sure I agree about Ray Tracing. To me, it seemed more like Shader Development.
Great point! It reminds me of Graphics Pipeline from another book I read.
Great point! It reminds me of Ray Tracing from another book I read.
Can we talk about how DirectX+HLSL/Graphics/Compute All-in-One handles Optimization? So Game Development!
Great point! It reminds me of GPU Programming from another book I read.
What did you think about Optimization? That's what really stayed with me.
What did you think about HLSL? That's what really stayed with me.
I completely agree! The way the author approaches Rendering is brilliant.
How does DirectX+HLSL/Graphics/Compute All-in-One compare to other works about HLSL?
I'm not sure I agree about Rendering. To me, it seemed more like HLSL.
Great point! It reminds me of Optimization from another book I read.
The DirectX aspect of DirectX+HLSL/Graphics/Compute All-in-One is what makes it stand out for me.
Interesting perspective. I saw Shader Development differently - more as Compute Shaders.
I think the author could have developed HLSL more, but overall great.
Yes! And don't forget about Rendering - that part was amazing.
I completely agree! The way the author approaches DirectX 12 is brilliant.
Interesting perspective. I saw Rendering differently - more as Graphics Pipeline.
I completely agree! The way the author approaches GPU Programming is brilliant.
Great point! It reminds me of HLSL from another book I read.
I think the author could have developed DirectX more, but overall great.
After reading DirectX+HLSL/Graphics/Compute All-in-One, I'm seeing DirectX in a whole new light.
I'd add that Ray Tracing is also worth considering in this discussion.
I think the author could have developed Graphics Pipeline more, but overall great.
Have you thought about how DirectX 12 relates to Shader Development? Adds another layer!
Have you thought about how Game Development relates to Ray Tracing? Adds another layer!
I completely agree! The way the author approaches HLSL is brilliant.
Have you thought about how Game Development relates to DirectX? Adds another layer!
Have you thought about how Graphics Pipeline relates to Game Development? Adds another layer!
Great point! It reminds me of Optimization from another book I read.
I'd add that Ray Tracing is also worth considering in this discussion.
I completely agree! The way the author approaches Shader Development is brilliant.