Contents

Introduction

Part I An Introduction to 3D Rendering

1 Introducing DirectX

A Bit of History

The Direct3D 11 Graphics Pipeline

Summary

2 A 3D/Math Primer

Vectors

Matrices

Transformations

DirectXMath

Summary

3 Tools of the Trade

Microsoft Visual Studio

NVIDIA FX Composer

Visual Studio Graphics Debugger

Graphics Debugging Alternatives

Summary

Exercises

Part II Shader Authoring with HLSL

4 Hello, Shaders!

Your First Shader

Hello, Structs!

Summary

Exercises

5 Texture Mapping

An Introduction to Texture Mapping

A Texture Mapping Effect

Texture Filtering

Texture Addressing Modes

Summary

Exercises

6 Lighting Models

Ambient Lighting

Diffuse Lighting

Specular Highlights

Summary

Exercises

7 Additional Lighting Models

Point Lights

Spotlights

Multiple Lights

Summary

Exercises

8 Gleaming the Cube

Texture Cubes

Skyboxes

Environment Mapping

Fog

Color Blending

Summary

Exercises

9 Normal Mapping and Displacement Mapping

Normal Mapping

Displacement Mapping

Summary

Exercises

Part III Rendering with DirectX

10 Project Setup and Window Initialization

A New Beginning

Project Setup

The Game Loop

Window Initialization

Summary

Exercise

11 Direct3D Initialization

Initializing Direct3D

Putting It All Together

Summary

Exercise

12 Supporting Systems

Game Components

Device Input

Software Services

Summary

Exercises

13 Cameras

A Base Camera Component

A First-Person Camera

Summary

Exercise

14 Hello, Rendering!

Your First Full Rendering Application

An Indexed Cube

Summary

Exercises

15 Models

Motivation

Model File Formats

The Content Pipeline

The Open Asset Import Library

What’s in a Model?

Meshes

Model Materials

Asset Loading

A Model Rendering Demo

Texture Mapping

Summary

Exercises

16 Materials

Motivation

The Effect Class

The Technique Class

The Pass Class

The Variable Class

The Material Class

A Basic Effect Material

A Skybox Material

Summary

Exercises

17 Lights

Motivation

Light Data Types

A Diffuse Lighting Material

A Diffuse Lighting Demo

A Point Light Demo

A Spotlight Demo

Summary

Exercises

Part IV Intermediate-Level Rendering Topics

18 Post-Processing

Render Targets

A Full-Screen Quad Component

Color Filtering

Gaussian Blurring

Bloom

Distortion Mapping

Summary

Exercises

19 Shadow Mapping

Motivation

Projective Texture Mapping

Shadow Mapping

Summary

Exercises

20 Skeletal Animation

Hierarchical Transformations

Skinning

Importing Animated Models

Animation Rendering

Summary

Exercises

21 Geometry and Tessellation Shaders

Motivation: Geometry Shaders

Processing Primitives

A Point Sprite Shader

Primitive IDs

Motivation: Tessellation Shaders

The Hull Shader Stage

The Tessellation Stage

The Domain Shader Stage

A Basic Tessellation Demo

Displacing Tessellated Vertices

Dynamic Levels of Detail

Summary

Exercises

22 Additional Topics in Modern Rendering

Rendering Optimization

Deferred Shading

Global Illumination

Compute Shaders

Data-Driven Engine Architecture

The End of the Beginning

Exercises

Index

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