There is no such thing as a simple way to implement 3D graphics in an application, but it does not have to be an intimidating job. This part of the documentation includes all the code for a working Direct3D Retained-Mode application. If you copy the code from this tutorial into a single .c file, it will compile and run. (This assumes that your compiler can find the Sphere3.x file in the DirectX SDK's media directory and that you also supply a bitmap called Hello.ppm.) Most of the code responsible for 3D effects in this sample has been broken out into discrete functions so that you can modify parts of the system incrementally in your own experiments. You should look at the samples in the SDK for implementations of more complicated features of Direct3D.
This section describes some of the concerns that apply to the overall development of a simple Direct3D Retained-Mode application.