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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


Code for rendering complex scenes can soon become quite difficult to organize. To improve this, we will build a simple rendering framework. This framework will take care of the low-level device and swap chain management, assist with device resource lifecycle management, and allow the application to focus on the elements of the scene instead.

All 3D objects ultimately consist of one or more vertices that together form one of these core primitive shapes: points, lines, or triangles. As we discussed in the previous chapter, vertices can include information such as position, color or texture coordinate, and a normal vector. In this chapter we will learn how to define these structures in shaders and the Input Assembler (IA) fixed pipeline stage.

A vital component to any 3D scene is setting up the camera and projection. We will learn how to initialize each of these and where vertices are transformed from the local object or model space into the World/View/Projection (WVP) space ...

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