Justin Stenning - Direct3D Rendering Cookbook+CD [2014, PDF/ePUB/MOBI, ENG]

Сообщение Солнышко » 30 янв 2018, 06:49

Direct3D Rendering Cookbook+CD
Год: 2014
Автор: Justin Stenning
Жанр: CG 3D Graphics
Издательство: PacktPub
ISBN: 978-1849697101
Язык: Английский
Качество: Изначально компьютерное (eBook)
Интерактивное оглавление: Да
Количество страниц: 430
Описание: The latest 3D graphics cards bring us amazing visuals in the latest games, from Indie to AAA titles. This is made possible on Microsoft® platforms including PC, Xbox consoles, and mobile devices thanks to Direct3D – a component of the DirectX API dedicated to exposing 3D graphics hardware to programmers. Microsoft DirectX is the graphics technology powering all of today's hottest games. The latest version— DirectX 11—features tessellation for film-like geometric detail, compute shaders for custom graphics effects, and improved multithreading for better hardware utilization. With it comes a number of fundamental game changing improvements to the way in which we render 3D graphics.
Direct3D Rendering Cookbook provides detailed .NET examples covering a wide range of advanced 3D rendering techniques available in Direct3D 11.2. With this book, you will learn how to use the new Visual Studio 2012 graphics content pipeline, how to perform character animation, how to use advanced hardware tessellation techniques, how to implement displacement mapping, perform image post-processing, and how to use compute shaders for general-purpose computing on GPUs.
After covering a few introductory topics about Direct3D 11.2 and working with the API using C# and SharpDX, we quickly ramp up to the implementation of a range of advanced rendering techniques, building upon the projects we create and the skills we learn in each subsequent chapter. Topics covered include using the new Visual Studio 2012 graphics content pipeline and graphics debugger, texture sampling, normal mapping, lighting and materials, loading meshes, character animation (vertex skinning), hardware tessellation, displacement mapping, using compute shaders for post-process effects, deferred rendering, and finally bringing all of this to Windows Store Apps for PC and mobile. After completing the recipes within Direct3D Rendering Cookbook, you will have an in-depth understanding of a range of advanced Direct3D rendering topics.
Chapter 1: Getting Started with Direct3D 7
Introduction 7
Introducing Direct3D 11.1 and 11.2 22
Building a Direct3D 11 application with C# and SharpDX 24
Initializing a Direct3D 11.1/11.2 device and swap chain 32
Debugging your Direct3D application 38
Chapter 2: Rendering with Direct3D 45
Introduction 45
Using the sample rendering framework 46
Creating device-dependent resources 51
Creating size-dependent resources 53
Creating a Direct3D renderer class 59
Rendering primitives 61
Applying multisample anti-aliasing 82
Implementing texture sampling 83
Chapter 3: Rendering Meshes 91
Introduction 91
Rendering a cube and sphere 92
Preparing the vertex and constant buffers for materials and lighting 99
Adding material and lighting 109
Using a right-handed coordinate system 119
Loading a static mesh from a file 121
Table of Contents
Chapter 4: Animating Meshes with Vertex Skinning 131
Introduction 131
Preparing the vertex shader and buffers for vertex skinning 131
Loading bones in the mesh renderer 139
Animating bones 147
Chapter 5: Applying Hardware Tessellation 155
Introduction 155
Preparing the vertex shader and buffers for tessellation 156
Tessellating a triangle and quad 158
Tessellating bicubic Bezier surfaces 171
Refining meshes with Phong tessellation 179
Optimizing tessellation through back-face culling and dynamic
Level-of-Detail 185
Chapter 6: Adding Surface Detail with Normal and
Displacement Mapping 191
Introduction 191
Referencing multiple textures in a material 192
Adding surface detail with normal mapping 194
Adding surface detail with displacement mapping 204
Implementing displacement decals 212
Optimizing tessellation based on displacement decal
(displacement adaptive tessellation) 220
Chapter 7: Performing Image Processing Techniques 223
Introduction 223
Running a compute shader – desaturation (grayscale) 224
Adjusting the contrast and brightness 231
Implementing box blur using separable convolution filters 234
Implementing a Gaussian blur filter 243
Detecting edges with the Sobel edge-detection filter 246
Calculating an image's luminance histogram 250
Chapter 8: Incorporating Physics and Simulations 257
Introduction 257
Using a physics engine 257
Simulating ocean waves 266
Rendering particles 274
Table of Contents
Chapter 9: Rendering on Multiple Threads and Deferred Contexts 295
Introduction 295
Benchmarking multithreaded rendering 296
Implementing multithreaded dynamic cubic environment mapping 305
Implementing dual paraboloid environment mapping 322
Chapter 10: Implementing Deferred Rendering 333
Introduction 333
Filling the G-Buffer 334
Implementing a screen-aligned quad renderer 346
Reading the G-Buffer 352
Adding multiple lights 357
Incorporating multisample anti-aliasing 373
Chapter 11: Integrating Direct3D with XAML and Windows 8.1 379
Introduction 379
Preparing the swap chain for a Windows Store app 380
Rendering to a CoreWindow 384
Rendering to an XAML SwapChainPanel 390
Loading and compiling resources asynchronously 397
Appendix: Further Reading 403
Index 407
Доп. информация: What you will learn from this book
Set up a Direct3D application and perform real-time 3D rendering with C# and SharpDX
Learn techniques for debugging your Direct3D application
Render a 3D environment with lights, shapes, and materials
Explore character animation using bones and vertex skinning
Create additional surface detail using tessellation with displacement mapping and displacement decals
Implement image post-processing tasks within compute shaders
Use real-time deferred rendering techniques to implement improved shading for lighting and shadows
Learn to Program the graphics pipeline with shaders using HLSL implemented by Shader Model 5





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