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Direct3D Rendering Cookbook. For C# .NET developers this is the ultimate cookbook for Direct3D rendering in PC games. Covering all the latest innovations, it teaches everything from debugging to character animation, supported throughout by illustrations and sample code

Direct3D Rendering Cookbook. For C# .NET developers this is the ultimate cookbook for Direct3D rendering in PC games. Covering all the latest innovations, it teaches everything from debugging to character animation, supported throughout by illustrations and sample code

Justin Stenning, Justin Stenning

Ebook
  • Direct3D Rendering Cookbook
    • Table of Contents
    • Direct3D Rendering Cookbook
    • Credits
    • About the Author
    • About the Reviewers
    • www.PacktPub.com
      • Support files, eBooks, discount offers and more
        • Why Subscribe?
        • Free Access for Packt account holders
    • Preface
      • What this book covers
      • What you need for this book
      • Who this book is for
      • Conventions
      • Reader feedback
      • Customer support
        • Downloading the example code
        • Downloading the color images of this book
        • Errata
        • Piracy
        • Questions
    • 1. Getting Started with Direct3D
      • Introduction
        • Components of Direct3D
          • Device
          • Device context
            • Immediate context
            • Deferred context
          • Command lists
          • Swap chains
          • States
          • Resources
            • Textures
            • Resource views
            • Buffers
          • Shaders and High Level Shader Language
        • Stages of the programmable pipeline
          • The graphics pipeline
            • Input Assembler (IA) stage
            • Vertex Shader (VS) stage
            • Hull Shader (HS) stage
            • Tessellator stage
            • Domain Shader (DS) stage
            • Geometry Shader (GS) stage
            • Stream Output (SO) stage
            • Rasterizer stage (RS)
            • Pixel Shader (PS) stage
            • Output Merger (OM) stage
          • The dispatch pipeline
            • Compute Shader (CS) stage
      • Introducing Direct3D 11.1 and 11.2
        • Direct3D 11.1 and DXGI 1.2 features
        • Direct3D 11.2 and DXGI 1.3 features
      • Building a Direct3D 11 application with C# and SharpDX
        • Getting ready
        • How to do it
        • How it works
          • Initialization
          • Render loop
          • Finalization
        • Theres more
        • See also
      • Initializing a Direct3D 11.1/11.2 device and swap chain
        • Getting ready
        • How to do it
        • How it works
        • There's more
        • See also
      • Debugging your Direct3D application
        • Getting ready
        • How to do it
        • How it works
        • There's more
        • See also
    • 2. Rendering with Direct3D
      • Introduction
      • Using the sample rendering framework
        • Getting ready
        • How to do it
        • How it works
        • See also
      • Creating device-dependent resources
        • Getting ready
        • How to do it
        • How it works
      • Creating size-dependent resources
        • Getting ready
        • How to do it
        • How it works
        • There's more
        • See also
      • Creating a Direct3D renderer class
        • Getting ready
        • How to do it
        • How it works
        • See also
      • Rendering primitives
        • Getting ready
        • How to do it
        • How it works
          • Resource Initialization
          • Render loop
          • Renderers
        • There's more
        • See also
      • Applying multisample anti-aliasing
        • Getting ready
        • How to do it
        • How it works
        • See also
      • Implementing texture sampling
        • Getting ready
        • How to do it
        • How it works
        • See also
    • 3. Rendering Meshes
      • Introduction
      • Rendering a cube and sphere
        • Getting ready
        • How to do it
        • How it works
        • There's more
      • Preparing the vertex and constant buffers for materials and lighting
        • Getting ready
        • How to do it
        • How it works
          • Using C# structures with HLSL constant buffers
        • See also
      • Adding material and lighting
        • Getting ready
        • How to do it
          • Implementing diffuse shaders
          • Implementing Phong shaders
          • Implementing Blinn-Phong shaders
        • How it works
          • UV mapping
          • Lighting
        • There's more
        • See also
      • Using a right-handed coordinate system
        • How to do it
        • How it works
        • See also
      • Loading a static mesh from a file
        • Getting ready
        • How to do it
          • Mesh Renderer
        • How it works
        • There's more
        • See also
    • 4. Animating Meshes with Vertex Skinning
      • Introduction
      • Preparing the vertex shader and buffers for vertex skinning
        • Getting ready
        • How to do it
        • How it works
        • There's more
        • See also
      • Loading bones in the mesh renderer
        • Getting ready
        • How to do it
        • How it works
        • There's more
        • See also
      • Animating bones
        • Getting ready
        • How to do it
        • How it works
        • There's more
    • 5. Applying Hardware Tessellation
      • Introduction
      • Preparing the vertex shader and buffers for tessellation
        • Getting ready
        • How to do it
        • How it works
      • Tessellating a triangle and quad
        • Getting ready
        • How to do it
        • How it works
        • There's more
        • See also
      • Tessellating bicubic Bezier surfaces
        • Getting ready
        • How to do it
        • How it works
        • There's more
          • Parametric surfaces
        • See also
      • Refining meshes with Phong tessellation
        • Getting ready
        • How to do it
        • How it works
        • There's more
        • See also
      • Optimizing tessellation through back-face culling and dynamic Level-of-Detail
        • Getting ready
        • How to do it
          • Back-face culling using face normal vectors
          • Back-face culling using vertex normal vectors
          • Dynamic Level-of-Detail (LoD) near silhouettes
        • How it works
        • There's more
        • See also
    • 6. Adding Surface Detail with Normal and Displacement Mapping
      • Introduction
      • Referencing multiple textures in a material
        • How to do it
        • How it works
      • Adding surface detail with normal mapping
        • Getting ready
        • How to do it...
        • How it works
        • There's more
        • See also
      • Adding surface detail with displacement mapping
        • Getting ready
        • How to do it...
        • How it works...
        • There's more
        • See also
      • Implementing displacement decals
        • Getting reading
        • How to do it
        • How it works
        • There's more
      • Optimizing tessellation based on displacement decal (displacement adaptive tessellation)
        • Getting ready
        • How to do it
        • How it works
        • There's more
    • 7. Performing Image Processing Techniques
      • Introduction
      • Running a compute shader desaturation (grayscale)
        • Getting ready
        • How to do it
        • How it works
        • There's more
        • See also
      • Adjusting the contrast and brightness
        • Getting ready
        • How to do it
        • How it works
        • There's more
        • See also
      • Implementing box blur using separable convolution filters
        • How to do it
        • How it works
        • There's more
      • Implementing a Gaussian blur filter
        • Getting ready
        • How to do it
        • How it works
        • There's more
      • Detecting edges with the Sobel edge-detection filter
        • Getting ready
        • How to do it
        • How it works
        • There's more
        • See also
      • Calculating an image's luminance histogram
        • How to do it
        • How it works
        • There's more
    • 8. Incorporating Physics and Simulations
      • Introduction
      • Using a physics engine
        • Getting ready
        • How to do it
        • How it works
        • There's more
        • See also
      • Simulating ocean waves
        • Getting ready
        • How to do it
        • How it works
        • There's more
        • See also
      • Rendering particles
        • Getting ready
        • How to do it
        • How it works
        • There's more
        • See also
    • 9. Rendering on Multiple Threads and Deferred Contexts
      • Introduction
      • Benchmarking multithreaded rendering
        • Getting ready
        • How to do it
        • How it works
        • There's more
        • See also
      • Implementing multithreaded dynamic cubic environment mapping
        • Getting ready
        • How to do it
        • How it works
        • There's more
      • Implementing dual paraboloid environment mapping
        • Getting ready
        • How to do it
        • How it works
        • See also
    • 10. Implementing Deferred Rendering
      • Introduction
      • Filling the G-Buffer
        • Getting ready
        • How to do it
        • How it works
        • There's more
        • See also
      • Implementing a screen-aligned quad renderer
        • How to do it
        • How it works
        • There's more
        • See also
      • Reading the G-Buffer
        • Getting ready
        • How to do it
        • How it works
        • See also
      • Adding multiple lights
        • Getting ready
        • How to do it
        • How it works
        • There's more
        • See also
      • Incorporating multisample anti-aliasing
        • Getting ready
        • How to do it
        • How it works
        • There's more
        • See also
    • 11. Integrating Direct3D with XAML and Windows 8.1
      • Introduction
      • Preparing the swap chain for a Windows Store app
        • Getting ready
        • How to do it
        • How it works
        • See also
      • Rendering to a CoreWindow
        • How to do it
        • How it works
        • There's more
        • See also
      • Rendering to an XAML SwapChainPanel
        • How to do it
        • How it works
        • There's more
        • See also
      • Loading and compiling resources asynchronously
        • Getting ready
        • How to do it
        • How it works
        • There's more
        • See also
    • A. Further Reading
    • Index
  • Tytuł: Direct3D Rendering Cookbook. For C# .NET developers this is the ultimate cookbook for Direct3D rendering in PC games. Covering all the latest innovations, it teaches everything from debugging to character animation, supported throughout by illustrations and sample code
  • Autor: Justin Stenning, Justin Stenning
  • Tytuł oryginału: Direct3D Rendering Cookbook. For C# .NET developers this is the ultimate cookbook for Direct3D rendering in PC games. Covering all the latest innovations, it teaches everything from debugging to character animation, supported throughout by illustrations and sample code.
  • ISBN: 9781849697118, 9781849697118
  • Data wydania: 2014-01-20
  • Format: Ebook
  • Identyfikator pozycji: e_3d2z
  • Wydawca: Packt Publishing