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HLSL Development Cookbook

You're reading from   HLSL Development Cookbook Implement stunning 3D rendering techniques using the power of HLSL and DirectX 11

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Product type Paperback
Published in Jun 2013
Publisher Packt
ISBN-13 9781849694209
Length 224 pages
Edition 1st Edition
Tools
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Author (1):
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Doron Feinstein Doron Feinstein
Author Profile Icon Doron Feinstein
Doron Feinstein
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Toc

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
    / 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…
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