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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


Tessellation is the process of tiling/dicing a plane with one or more geometric shapes, for example, the creation of mosaics. In Direct3D 11, this process refers to the division of geometry into smaller triangles according to an algorithm and a tessellation factor. Hardware tessellation is available in Shader Model 5.0 and, therefore, hardware must support a Direct3D feature level of 11_0 or higher.

When applying tessellation, we are submitting a control point patch to the input assembler using one of the available control point input topologies (supporting up to 32 control points per patch). A patch is a Direct3D primitive made up of a list of control points. For example, we can re-use our existing meshes, made up of triangle lists, for tessellation by using the PrimitiveTopology.PatchListWith3ControlPoints enumeration value (natively, D3D11_PRIMITIVE_3_CONTROL_POINT_PATCH). What each control point does or means is entirely up to the implementation within the hull and domain...

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