Just finished DirectX+HLSL/Graphics/Compute All-in-One - wow! The part about Compute Shaders really got me thinking.
The heart and soul of books feeds our imagination and inspires us.
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 a fresh perspective to this Computer Graphics work, making it a must-have 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.
A masterpiece of Optimization - truly transformative reading.
Graphics Pipeline has never been explained so clearly and powerfully.
GPU Programming has never been explained so clearly and powerfully.
<p><strong>Wigmore Hall, London</strong><br>A beautifully controlled programme of Chopin, Rameau, and the latter’s long-forgotten contemporary Duphly, showcased the pianist’s unerring sense of lin...
Fri, 12 Dec 2025 17:45:04 GMT
Memoir Reviewer
DirectX+HLSL/Graphics/Compute All-in-One offers a compelling take on DirectX, though not without flaws. While the treatment of Software Development is excellent, I found the sections on Programming less convincing. The author makes some bold claims about Game Development that aren't always fully supported. That said, the book's strengths in discussing Compute Shaders 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 Game Development, if not the definitive work.
November 19, 2025
YA Lit Expert
DirectX+HLSL/Graphics/Compute All-in-One offers a compelling take on DirectX, though not without flaws. While the treatment of Graphics Pipeline is excellent, I found the sections on Optimization less convincing. The author makes some bold claims about Game Development that aren't always fully supported. That said, the book's strengths in discussing Optimization more than compensate for any weaknesses. Readers looking for Programming will find much to appreciate here, even if not every argument lands perfectly. Overall, a valuable addition to the literature on HLSL, if not the definitive work.
November 26, 2025
Graphic Novel Fan
I absolutely loved DirectX+HLSL/Graphics/Compute All-in-One! It completely changed my perspective on DirectX. At first I wasn't sure about Compute Shaders, but by chapter 3 I was completely hooked. The way the author explains Graphics Pipeline 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 GPU Computing. What I appreciated most was how the book made HLSL feel so accessible. I'll definitely be rereading this one - there's so much to take in!
November 20, 2025
Non-Fiction Ninja
I absolutely loved DirectX+HLSL/Graphics/Compute All-in-One! It completely changed my perspective on DirectX. At first I wasn't sure about GPU Computing, but by chapter 3 I was completely hooked. The way the author explains GPU Computing 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 Computer Graphics. What I appreciated most was how the book made Software Development feel so accessible. I'll definitely be rereading this one - there's so much to take in!
December 9, 2025
Page-Turner Junkie
I absolutely loved DirectX+HLSL/Graphics/Compute All-in-One! It completely changed my perspective on DirectX. At first I wasn't sure about Game Development, but by chapter 3 I was completely hooked. The way the author explains GPU Computing 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 Software Development. What I appreciated most was how the book made DirectX feel so accessible. I'll definitely be rereading this one - there's so much to take in!
November 20, 2025
Reading Advocate
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 Software Development less convincing. The author makes some bold claims about Graphics Pipeline that aren't always fully supported. That said, the book's strengths in discussing GPU Programming more than compensate for any weaknesses. Readers looking for Computer Graphics will find much to appreciate here, even if not every argument lands perfectly. Overall, a valuable addition to the literature on HLSL, if not the definitive work.
November 30, 2025
Publishing Insider
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 Optimization.A must-read for Game Development enthusiasts.
December 3, 2025
Romance Genre Enthusiast
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 Programming less convincing. The author makes some bold claims about GPU Computing that aren't always fully supported. That said, the book's strengths in discussing Computer Graphics more than compensate for any weaknesses. Readers looking for Programming will find much to appreciate here, even if not every argument lands perfectly. Overall, a valuable addition to the literature on Programming, if not the definitive work.
December 5, 2025
Book Historian
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 Compute Shaders.A must-read for Rendering enthusiasts.
December 5, 2025
Fiction Theorist
DirectX+HLSL/Graphics/Compute All-in-One offers a compelling take on DirectX, though not without flaws. While the treatment of Shader Development is excellent, I found the sections on Programming less convincing. The author makes some bold claims about Computer Graphics that aren't always fully supported. That said, the book's strengths in discussing Computer Graphics more than compensate for any weaknesses. Readers looking for Shader Development will find much to appreciate here, even if not every argument lands perfectly. Overall, a valuable addition to the literature on Programming, if not the definitive work.
December 2, 2025
Plot Dissectionist
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 Game Development less convincing. The author makes some bold claims about Software Development that aren't always fully supported. That said, the book's strengths in discussing Graphics Pipeline more than compensate for any weaknesses. Readers looking for Software Development 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.
December 6, 2025
Symbolism Sleuth
DirectX+HLSL/Graphics/Compute All-in-One offers a compelling take on DirectX, though not without flaws. While the treatment of Optimization is excellent, I found the sections on DirectX less convincing. The author makes some bold claims about GPU Computing 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 GPU Computing will find much to appreciate here, even if not every argument lands perfectly. Overall, a valuable addition to the literature on GPU Computing, if not the definitive work.
December 4, 2025
Just finished DirectX+HLSL/Graphics/Compute All-in-One - wow! The part about Compute Shaders really got me thinking.
After reading DirectX+HLSL/Graphics/Compute All-in-One, I'm seeing Shader Development in a whole new light.
For me, the real strength was Graphics Pipeline, but I see what you mean about DirectX.
What did you think about HLSL? That's what really stayed with me.
Have you thought about how Optimization relates to DirectX? Adds another layer!
For me, the real strength was DirectX 12, but I see what you mean about GPU Programming.
Has anyone else read DirectX+HLSL/Graphics/Compute All-in-One? I'd love to discuss Compute Shaders!
Great point! It reminds me of HLSL from another book I read.
Interesting perspective. I saw HLSL differently - more as Shader Development.
Great point! It reminds me of Rendering from another book I read.
I'd add that HLSL is also worth considering in this discussion.
I'd add that Graphics Pipeline is also worth considering in this discussion.
Interesting perspective. I saw Shader Development differently - more as Graphics Pipeline.
For me, the real strength was GPU Programming, but I see what you mean about Shader Development.
I'm not sure I agree about Rendering. To me, it seemed more like DirectX.
After reading DirectX+HLSL/Graphics/Compute All-in-One, I'm seeing Shader Development in a whole new light.
I think the author could have developed Game Development more, but overall great.
I completely agree! The way the author approaches Graphics Pipeline is brilliant.
I'm halfway through DirectX+HLSL/Graphics/Compute All-in-One and HLSL is blowing my mind!
I'd add that Graphics Pipeline is also worth considering in this discussion.
Yes! And don't forget about GPU Programming - that part was amazing.
I'd add that Game Development is also worth considering in this discussion.
For me, the real strength was HLSL, but I see what you mean about HLSL.
For me, the real strength was Ray Tracing, but I see what you mean about Rendering.
I'd add that HLSL is also worth considering in this discussion.
Yes! And don't forget about Ray Tracing - that part was amazing.
Yes! And don't forget about Ray Tracing - that part was amazing.
Can we talk about how DirectX+HLSL/Graphics/Compute All-in-One handles Graphics Pipeline? So DirectX!
I think the author could have developed Optimization more, but overall great.
What did you think about DirectX? That's what really stayed with me.
Interesting perspective. I saw Graphics Pipeline differently - more as Shader Development.
Question for those who've read DirectX+HLSL/Graphics/Compute All-in-One: what did you think of Compute Shaders?
I completely agree! The way the author approaches Ray Tracing is brilliant.
What did you think about GPU Programming? That's what really stayed with me.
For me, the real strength was HLSL, but I see what you mean about HLSL.
I think the author could have developed DirectX 12 more, but overall great.
What did you think about Compute Shaders? That's what really stayed with me.
I'm not sure I agree about GPU Programming. To me, it seemed more like Ray Tracing.
I'd add that Graphics Pipeline is also worth considering in this discussion.
Can we talk about how DirectX+HLSL/Graphics/Compute All-in-One handles Game Development? So GPU Programming!
What did you think about Game Development? That's what really stayed with me.
For me, the real strength was HLSL, but I see what you mean about Optimization.
Have you thought about how Graphics Pipeline relates to Rendering? Adds another layer!
I'm not sure I agree about Game Development. To me, it seemed more like HLSL.
What did you think about Ray Tracing? That's what really stayed with me.
Great point! It reminds me of DirectX 12 from another book I read.
Yes! And don't forget about Optimization - that part was amazing.
Great point! It reminds me of Compute Shaders from another book I read.
I completely agree! The way the author approaches Ray Tracing is brilliant.
Interesting perspective. I saw Optimization differently - more as Ray Tracing.
Have you thought about how DirectX 12 relates to Shader Development? Adds another layer!
Yes! And don't forget about Compute Shaders - that part was amazing.
What did you think about Optimization? That's what really stayed with me.