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Direct3D Rendering Cookbook电子书

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作       者:Justin Stenning

出  版  社:Packt Publishing

出版时间:2014-01-20

字       数:384.3万

所属分类: 进口书 > 外文原版书 > 电脑/网络

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This is a practical cookbook that dives into the various methods of programming graphics with a focus on games. It is a perfect package of all the innovative and uptodate 3D rendering techniques supported by numerous illustrations, strong sample code, and concise explanations. Direct3D Rendering Cookbook is for C# .NET developers who want to learn the advanced rendering techniques made possible with DirectX 11.2. It is expected that the reader has at least a cursory knowledge of graphics programming, and although some knowledge of Direct3D 10+ is helpful, it is not necessary. An understanding of vector and matrix algebra is required.
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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

There's 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

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