Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Save more on your purchases! discount-offer-chevron-icon
Savings automatically calculated. No voucher code required.
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
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.

Arrow left icon
Product type Paperback
Published in Jan 2014
Publisher
ISBN-13 9781849697101
Length 430 pages
Edition Edition
Languages
Tools
Arrow right icon
Author (1):
Arrow left icon
Justin Stenning Justin Stenning
Author Profile Icon Justin Stenning
Justin Stenning
Arrow right icon
View More author details
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 surface detail with displacement mapping


In this recipe, we will use displacement mapping via the tessellation pipeline to add additional geometric detail to an otherwise smooth or flat surface. This is the key technique used for approximating the detail on high-poly meshes using a low-poly version of the same mesh.

Displacement mapping uses a displacement map texture (also known as a height map) that consists of a single channel that is used to control the amount to displace a vertex. Depending on the method of construction, this height map can have a midpoint that allows the vertex to be lowered/raised, or the map may only support displacement in one direction. A displacement map will generally use the same UV coordinates as the diffuse texture and normal map. We will make changes to our existing tessellation shaders and incorporate displacement mapping to the solution to improve the surface detail of the final render.

Getting ready

In this recipe, we require the normal mapping changes...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime
Banner background image