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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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Toc

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

Adding multiple lights


In this recipe, we will implement a lighting pass that reads in the G-Buffer attributes while processing each light. The lights will be rendered using a light volume, where appropriate, in order to process only those pixels that lie within the bounds of the light. By utilizing an additive blend state, we can accumulate the light contribution for each light. When rendering many lights, it becomes important that we are only performing the expensive lighting operations on pixels that are actually affected by the current light. By implementing light volumes that approximate the light's range, shape, and attenuation, we can improve performance by utilizing the culling and clipping features of the graphics pipeline to limit the operations to pixels that require them.

A point light represents a light positioned in space with a limited range, and emits light equally in all directions. With this type of light, we are able to easily represent its area of effect with a bounding...

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