I was searching to find a suitable method for rendering text in DX11.
http://rastertek.com/dx11tut12.html was best way but it has some limitations and extra works:
1-Creating Font atlas for an artist is a hard work.
2-This sample did not used some Dx11 ability such as Geometry Shader witch is very suitable to rendering font.
3-This sample implements text in screen space not in world space.
also I do not recommend that you use this method :
This lib create an extra device 9 or 10 to create DirectDraw thus it is a 2D font system and you can not use some debugging tools such as PIX and VS 2012 Diagnostics.
Thank you for the recommendations. I've tried both and decided to skip FW1FontWrapper, which cannot be consumed in Windows Phone applications. The font engine (rastertek.com/dx11tut12.html) is great, but it has the common problem with DirectX Tool Kit's SpritonFont/SpriteBatch implementation: it works in screen space, not in world space. This means I have to read and modify the code to suit my need.