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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


One of the improvements that came with Direct3D 11 is the improved multithreading support. This is facilitated through the use of deferred contexts, additional device contexts that are used to create a command list for future execution on the immediate context. Creating multiple deferred contexts allow us to prepare rendering commands on multiple threads at once, and therefore, take advantage of multiple CPU cores that are common on modern PCs.

In this chapter, we will look at how to implement multithreaded rendering and take a look at the impact on performance and under what circumstances it can provide us with benefits. We will then apply it to dynamic environment mapping, where we are performing multiple scene passes per frame. We will simulate additional CPU load (or CPU burn) by introducing additional matrix multiplications on the CPU within each thread. By increasing and decreasing the level of CPU burn, we will examine the impact on performance with and without multithreaded...

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