Index
A
- A8R8G8B8 render target
- about / GBuffer generation
- ambient light
- about / Hemispheric ambient light
- working / How it works...
- Applyfog function / How to do it...
- ApplyFog function / How it works…
B
- Blinn-Phong light equation
- about / How it works…
- Blinn-Phong light model / Introduction
- bloom effect
- adding / Bloom, How to do it..., How it works…
- Bokeh
- about / Bokeh
C
- CalcPoint function / How to do it...
- CalcSpot function / How to do it...
- capsule light
- about / Capsule light, Getting ready, How to do it...
- working / How it works…
- capsule light volume
- about / Capsule light
- generating / How to do it..., How it works…
- cascaded shadow maps
- about / Cascaded shadow maps, Getting ready, How to do it...
- working / How it works…
- CreateSamplerState function / Getting ready
- CreateTexture2D function / Getting ready
- Crepuscular rays / Screen space Sun rays
- CullMode / Getting ready
D
- 3D rendering
- about / Introduction
- D24S8 render target
- about / GBuffer generation
- decals
- rendering / Dynamic decals, Getting ready, How to do it..., How it works…, There's more…
- deferred directional light calculation
- distance/height-based fog, adding to / Distance/Height-based fog, How to do it..., How it works…
- deferred lighting
- working / Introduction
- deferred shading
- working / Introduction
- depth-based rendering
- about / Introduction
- DepthEnable / Getting ready
- DepthFunc / Getting ready
- depth stencil state
- creating / Getting ready
- DepthWriteMask / Getting ready
- diffuse light
- about / How it works…
- Direct3D 9 / Getting ready…
- directional light
- about / Directional light, Getting ready, How to do it...
- working / How it works…
- directional lighting
- calculating / Directional light, How to do it..., How it works…
- DirectX10 / Getting ready…
- DirectX 10 / How it works...
- DirectX11 / Getting ready…, Getting ready
- DirectX Texture Tool / Getting ready
- DirLightColor / How to do it...
- distance/height-based fog
- about / Distance/Height-based fog
- adding, to deferred directional light calculation / Distance/Height-based fog, How to do it..., How it works…
- DOF technique / Distance depth of field, How to do it..., How it works…
- Domain Shader / How it works…
- DrawAuto function / How it works…
- DXGI_FORMAT_R16G16B16A16_FLOAT / Getting ready
- dynamic decals
- about / Dynamic decals
- dynamic mesh generation
- about / Introduction
E
- EyePosition function / How to do it...
F
- fake lens effects
- about / Introduction
- Field of View (FOV) / Getting ready
- FillMode / Getting ready
- fire
- about / Rain
- FogColor parameter / How it works…
- FogGlobalDensity parameter / How it works…
- FogHighlightColor parameter / How it works…
- FogStartDistance parameter / How it works…
- FogStartHeight parameter / How it works…
- FogSunDir parameter / How it works…
- forward lighting
- about / Introduction, Introduction
- features / Introduction
G
- Gaussian blur / How it works…
- GBuffer
- about / Introduction, GBuffer generation
- generating / Getting ready, How to do it..., How it works...
- unpacking / GBuffer unpacking, How to do it..., How it works…
- Graphics Processing Unit (GPU)
- about / How it works...
H
- hard shadow algorithms
- about / Introduction
- HDR rendering support
- adding / HDR rendering, Getting ready, How to do it..., How it works..., There's more…
- hemispheric ambient light
- about / Getting ready, How to do it...
- working / How it works...
- high-dynamic range (HDR)
- about / How to do it...
- Hull Shader / How it works…
L
- LDR textures / HDR rendering
- lens flare
- about / Lens flare, Getting ready, How to do it..., How it works…
- lighting
- about / Introduction
M
- madd
- about / How it works...
- meshes / Introduction
- multiple light types
- in single pass / Multiple light types in a single pass, How to do it..., How it works…, There's more…
- multiple render targets (MRT)
- about / Introduction
P
- PackGBuffer function
- about / How it works...
- particle system
- about / Introduction
- particle systems / Introduction
- PCF
- about / Spot light PCF shadows
- with varying penumbra size / PCF with varying penumbra size, How to do it..., How it works…
- percentage-closer soft shadows (PCSS) / PCF with varying penumbra size, How it works…
- pixel / How it works…
- PlaneSegIntersec function / How it works…
- PlayStation3 / How it works…
- point light
- about / Point light, How to do it...
- working / How it works…
- shadow-casting support, adding to / Point light PCF shadows, Getting ready, How to do it..., How it works...
- point lights
- about / Point light
- calculating / Getting ready, How to do it..., How it works…
- point light source
- texture, projecting / Projected texture – point light, How to do it...
- PolyPlane function / How it works…
- post-processing
- about / Introduction, Introduction
- HDR rendering support, adding / HDR rendering, Getting ready, How to do it..., How it works...
- post processing
- adaptation, adding / Adaptation, Getting ready, How it works…
- bloom effect, adding / Bloom, How to do it..., How it works…
- DOF technique / Distance depth of field, How to do it..., How it works…
- Bokeh / Bokeh, Getting ready, How to do it..., How it works…
R
- rainfall
- about / Rain
- rain particles
- simulating / Getting ready, How to do it..., How it works…
- reflections
- rendering, in 3D / Screen space reflections, How to do it..., How it works…
S
- screen space ambient occlusion
- about / Screen space ambient occlusion, Getting ready, How to do it..., How it works…
- screen space effects
- ambient occlusion / Screen space ambient occlusion, Getting ready, How to do it..., How it works…
- lens flare / Lens flare, Getting ready, How to do it..., How it works…
- reflections / Screen space reflections, How to do it..., How it works…
- sun rays / Screen space Sun rays, Getting ready, How to do it..., How it works…
- shader resource view (SRV)
- about / Getting ready
- shadow-casting support
- adding, to spot lights / Spot light PCF shadows, Getting ready, How to do it..., How it works...
- adding, to point light / Point light PCF shadows, Getting ready, How to do it..., How it works...
- shadow caster
- about / Introduction
- shadow mapping
- about / Introduction
- shadow maps
- visualizing / Visualizing shadow maps, How to do it..., How it works…
- shadow receiver
- about / Introduction
- SOSetTargets function / How to do it...
- specular light / How it works…
- SpotCosInnerCone
- about / How to do it...
- SpotCosOuterCone
- about / How to do it...
- spot light
- about / Spot light, Getting ready, How to do it...
- working / How it works…
- texture, projecting / Projected texture – spot light, Getting ready, How to do it..., How it works…
- shadow-casting support, adding to / Spot light PCF shadows, Getting ready, How to do it..., How it works...
- spot light volume
- about / Spot light
- generating / Getting ready, How to do it..., How it works…
- SRV (shader resource view) / Getting ready
- Stencil Shadows
- about / Introduction
- sun rays
- about / Screen space Sun rays
T
- tone mapping technique / There's more…
U
- UAV (Unordered Access View)
- about / How it works…
- UAV (unordered access view) / Getting ready
- unordered access view (UAV)
- about / Getting ready
V
- varying penumbra size, PCF / PCF with varying penumbra size, How to do it..., How it works…
X
- Xbox 360 / Introduction
- Xbox360 / How it works…