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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

Optimizing tessellation through back-face culling and dynamic Level-of-Detail


As we saw in the previous recipe, the number of generated triangles from tessellation can be quite high, and the most obvious optimization is to exclude any triangles that are facing away from the camera. This is called back-face culling. We will also look at how we may implement dynamic Level-of-Detail (LoD) by changing the tessellation levels, depending on whether the triangles are silhouetted or aligned roughly perpendicular to the camera view.

Getting ready

We will continue on from the point where we left off with the Refining meshes with Phong tessellation recipe.

Tip

All the code for implementing the back-face culling methods and dynamic LoD is included as comments within the HS_TrianglesConstant function in TessellateTri.hlsl for the Ch05_02TessellatedMesh project.

How to do it…

We will implement two methods of back-face culling, and then incorporate a reduction of the tessellation factor for non-silhouette faces...

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