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Direct3D Rendering Cookbook

You're reading from   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.

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Product type Paperback
Published in Jan 2014
Publisher
ISBN-13 9781849697101
Length 430 pages
Edition Edition
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Author (1):
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Justin Stenning Justin Stenning
Author Profile Icon Justin Stenning
Justin Stenning
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Table of Contents (19) Chapters Close

Direct3D Rendering Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. Getting Started with Direct3D FREE CHAPTER 2. Rendering with Direct3D 3. Rendering Meshes 4. Animating Meshes with Vertex Skinning 5. Applying Hardware Tessellation 6. Adding Surface Detail with Normal and Displacement Mapping 7. Performing Image Processing Techniques 8. Incorporating Physics and Simulations 9. Rendering on Multiple Threads and Deferred Contexts 10. Implementing Deferred Rendering 11. Integrating Direct3D with XAML and Windows 8.1 Further Reading
Index

Introduction


Image processing is the process of applying a signal-processing technique against an input image. The input image is generally a two-dimensional signal with the output being either another image or any properties derived from the input signal.

During this chapter, we will implement a number of filtering techniques using compute shaders (also known as DirectCompute). Utilizing compute shaders for this process allows us to provide image processing in general applications, including non-UI applications, and in some cases is able to achieve a significant performance improvement over pixel shaders (most notably large radius filters). In some circumstances it may be desirable to implement the filter technique within a pixel shader by rendering to a screen-aligned quad, although we lose some of the unique capabilities of the compute shader when doing so—such an example might be small radius blurs where we can utilize the bilinear hardware support.

One of the main advantages of compute...

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