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Index
About This eBook
Title Page
Copyright Page
Praise for Real-Time 3D Rendering with DirectX and HLSL
Contents-at-a-Glance
Contents
Acknowledgments
About the Author
Introduction
Intended Audience
Why This Book?
How This Book Is Organized
Prerequisites
Companion Website
Conventions in This Book
Part I: An Introduction to 3D Rendering
Chapter 1. Introducing DirectX
A Bit of History
The Direct3D 11 Graphics Pipeline
Summary
Chapter 2. A 3D/Math Primer
Vectors
Matrices
Transformations
DirectXMath
Summary
Chapter 3. Tools of the Trade
Microsoft Visual Studio
NVIDIA FX Composer
Visual Studio Graphics Debugger
Graphics Debugging Alternatives
Summary
Exercises
Part II: Shader Authoring with HLSL
Chapter 4. Hello, Shaders!
Your First Shader
Hello, Structs!
Summary
Exercises
Chapter 5. Texture Mapping
An Introduction to Texture Mapping
A Texture Mapping Effect
Texture Filtering
Texture Addressing Modes
Summary
Exercises
Chapter 6. Lighting Models
Ambient Lighting
Diffuse Lighting
Specular Highlights
Summary
Exercises
Chapter 7. Additional Lighting Models
Point Lights
Spotlights
Multiple Lights
Summary
Exercises
Chapter 8. Gleaming the Cube
Texture Cubes
Skyboxes
Environment Mapping
Fog
Color Blending
Summary
Exercises
Chapter 9. Normal Mapping and Displacement Mapping
Normal Mapping
Displacement Mapping
Summary
Exercises
Part III: Rendering with DirectX
Chapter 10. Project Setup and Window Initialization
A New Beginning
Project Setup
The Game Loop
Window Initialization
Summary
Exercise
Chapter 11. Direct3D Initialization
Initializing Direct3D
Putting It All Together
Summary
Exercise
Chapter 12. Supporting Systems
Game Components
Device Input
Software Services
Summary
Exercises
Chapter 13. Cameras
A Base Camera Component
A First-Person Camera
Summary
Exercise
Chapter 14. Hello, Rendering!
Your First Full Rendering Application
An Indexed Cube
Summary
Exercises
Chapter 15. Models
Motivation
Model File Formats
The Content Pipeline
The Open Asset Import Library
What’s in a Model?
Meshes
Model Materials
Asset Loading
A Model Rendering Demo
Texture Mapping
Summary
Exercises
Chapter 16. Materials
Motivation
The Effect Class
The Technique Class
The Pass Class
The Variable Class
The Material Class
A Basic Effect Material
A Skybox Material
Summary
Exercises
Chapter 17. Lights
Motivation
Light Data Types
A Diffuse Lighting Material
A Diffuse Lighting Demo
A Point Light Demo
A Spotlight Demo
Summary
Exercises
Part IV: Intermediate-Level Rendering Topics
Chapter 18. Post-Processing
Render Targets
A Full-Screen Quad Component
Color Filtering
Gaussian Blurring
Bloom
Distortion Mapping
Summary
Exercises
Chapter 19. Shadow Mapping
Motivation
Projective Texture Mapping
Shadow Mapping
Summary
Exercises
Chapter 20. Skeletal Animation
Hierarchical Transformations
Skinning
Importing Animated Models
Animation Rendering
Summary
Exercises
Chapter 21. Geometry and Tessellation Shaders
Motivation: Geometry Shaders
Processing Primitives
A Point Sprite Shader
Primitive IDs
Motivation: Tessellation Shaders
The Hull Shader Stage
The Tessellation Stage
The Domain Shader Stage
A Basic Tessellation Demo
Displacing Tessellated Vertices
Dynamic Levels of Detail
Summary
Exercises
Chapter 22. Additional Topics in Modern Rendering
Rendering Optimization
Deferred Shading
Global Illumination
Compute Shaders
Data-Driven Engine Architecture
The End of the Beginning
Exercises
Index
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