For this recipe, we extend the geometry shader's instancing approach to create environment maps that were introduced in the previous recipe, Implementing multithreaded cubic environment mapping, and generate a dual paraboloid environment map. A dual paraboloid map (DPM) requires only two render targets instead of the six used in the cube maps, therefore requiring less texture memory. However, there is also no built-in hardware support for sampling a DPM that instead requires a manual implementation of the sampling based on the reflection vector.

Direct3D Rendering Cookbook
By :

Direct3D Rendering Cookbook
By:
Overview of this book
Table of Contents (19 chapters)
Direct3D Rendering Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Getting Started with Direct3D
Rendering with Direct3D
Rendering Meshes
Animating Meshes with Vertex Skinning
Applying Hardware Tessellation
Adding Surface Detail with Normal and Displacement Mapping
Performing Image Processing Techniques
Incorporating Physics and Simulations
Rendering on Multiple Threads and Deferred Contexts
Implementing Deferred Rendering
Integrating Direct3D with XAML and Windows 8.1
Further Reading
Index
Customer Reviews