MeshLab, developed at the Visual Computing Lab of ISTI - CNR.

Blender, by Blender Foundation at http://www.blender.org/.

*Compute Shader Filters*,*Alamia M.*, which can be found at http://www.codinglabs.net/tutorial_compute_shaders_filters.aspx.GPU PerfStudio 2, AMD.

*DirectX 10 Tutorials*,*Anguelov B.*, which can be found at http://takinginitiative.wordpress.com/directx10-tutorials/.*Phong Tessellation*(*ACM SIGGRAPH Asia 2008 papers*),*Boubekeur T.*and*Alexa M*.*Fluid simulation: SIGGRAPH 2006 course notes*(*ACM SIGGRAPH 2006 Courses. Boston, Massachusetts*),*Bridson R.*,*R. Fedkiw*,*M. Müller-Fischer*.*Exporting Animated Models From Blender To XNA*,*Brown J.*, which can be found at http://blog.diabolicalgame.co.uk/2011/07/exporting-animated-models-from-blender.html.*Nvidia-mesh-tools*,*Castaño I*. The NVIDIA mesh processing tools is a collection of tools and libraries, designed to be integrated in game tools and asset conditioning pipelines.*Screen-aligned Quads*,*Chapman J.*, which can be found at http://www.john-chapman.net/content.php?id=6.*SSAO Tutorial*,*Chapman J.*, which can be found at http://john-chapman-graphics.blogspot.com.au/2013/01/ssao-tutorial.html.*The elements of nature: interactive and realistic techniques*(*ACM SIGGRAPH 2004 Course Notes*),*Deusen O.*,*D. S. Ebert*,*R. Fedkiw*,*F. K. Musgrave*,*P. Prusinkiewicz*,*D. Roble*,*J. Stam*, and*J. Tessendorf*.*Energy Conservation in Games*,*Driscoll R.*, which can be found at http://www.rorydriscoll.com/2009/01/25/energy-conservation-in-games/.*Vertex skinning*,*Galanakis R.*, which can be found at http://tech-artists.org/wiki/Vertex_Skinning.*Introduction to the Direct3D 11 Graphics Pipeline*(*nvision 08*),*Gee K*.*Open Asset Import Library*(*Assimp*),*Gessler A.*,*T. Schulze*,*K. Kulling*, and*D. Nadlinger*.*General-Purpose Computation on Graphics Processing Units*, (*GPGPU.org*), which can be found at http://gpgpu.org/.*Deferred Shading*,*Hargreaves S*.*Automatic pre-tessellation culling*, Hasselgren J., J. Munkberg, and*T. Akenine-Moller*.*Dual-Paraboloid Reflections*,*Hayward K.*, which can be found at http://graphicsrunner.blogspot.com.au/2008/07/dual-paraboloid-reflections.html.*View-independent environment maps*, and*Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware*,*Heidrich W.*, and*H.P. Seidel*.*Specular BRDF Reference*,*Karis B.*, which can be found at http://graphicrants.blogspot.com.au/2013/08/specular-brdf-reference.html.*Real-time creased approximate subdivision surfaces*,*Kovacs D. J.*,*Mitchell*,*S. Drone*, and*D. Zorin*, and*Proceedings of the 2009 symposium on Interactive 3D graphics and games*.*Deferred Rendering for Current and Future Rendering Pipelines*,*Lauritzen A.*, and*Beyond Programmable Shading*(*SIGGRAPH 2010*), which can be found at http://visual-computing.intel-research.net/art/publications/deferred_rendering/.*Computing Tangent Space Basis Vectors for an Arbitrary Mesh*,*Lengyel E.*, which can be found at http://www.terathon.com/code/tangent.html.*Mathematics for 3D Game Programming and Computer Graphics*,*Third Edition*,*Course Technology Press*,*Lengyel E*.*Approximating Catmull-Clark subdivision surfaces with bicubic patches*,*Loop C.*and*S. Schaefer*.*Approximating subdivision surfaces with Gregory patches for hardware tessellation*(*SIGGRAPH Asia 2009 papers*),*Loop C.*,*S. Schaefer*,*T. Ni*, and*I. Castaño*.*Introduction to 3D Game Programming with DirectX 11*,*Mercury Learning and Information*,*Luna F*.*A fast, small-radius GPU median filter*,*McGuire M.*, and*ShaderX6: Advanced Rendering Techniques*,*W. F. Engel*,*Course Technology*.*Pipelines for Direct3D Version 11*,*Microsoft*, which can be found at http://msdn.microsoft.com/en-us/library/windows/hardware/ff569022(v=vs.85).aspx.*DirectX and XAML interop*(*Windows Store apps using C++ and DirectX*), Microsoft 2013, which can be found at http://msdn.microsoft.com/en-us/library/windows/desktop/hh825871.aspx.*Immediate and Deferred Rendering*,*Microsoft*, which can be found at http://msdn.microsoft.com/en-us/library/windows/desktop/ff476892(v=vs.85).aspx.*DirectXTex texture processing library*,*S. Hargreaves*and*C. Walbourn*,*Microsoft*, and*Codeplex: DirectXTex*, a shared source library for reading and writing DDS files.*Benchmarking C#/.Net Direct3D 11 APIs vs native C++*,*Mutel A.*, which can be found at http://code4k.blogspot.com.au/2011/03/benchmarking-cnet-direct3d-11-apis-vs.html.*Gpu gems 3*,*Nguyen H*,*Addison-Wesley Professional*.*Efficient substitutes for subdivision surfaces in feature-quality games*(*ACM SIGGRAPH ASIA 2010 Courses*),*Ni T*.*Efficient substitutes for subdivision surfaces*(*ACM SIGGRAPH 2009 Courses*),*Ni T.*,*I. Castaño*,*R. Peters*,*J. Mitchell*,*P. Schneider*, and*V. Verma*.*Feature-adaptive GPU rendering of Catmull-Clark subdivision surfaces*,*Niessner M.*,*C. Loop*,*M. Meyer*, and*T. Derose*.*Analysis and Implementation of Local Subdivision Algorithms in the GPU*,*Nunes G.*,*R. Braga*,*A. Valdetaro*,*A. Raposo*, and*B. Feijo*.*Proceedings of the 2011 Brazilian Symposium on Games and Digital Entertainment*,*IEEE Computer Society*.*NVIDIA Graphics SDK 11 Direct3D*.*Practical implementation of dual paraboloid shadow maps*,*Osman B.*,*M. Bukowski*, and*C. McEvoy*, and*Proceedings of the 2006 ACM SIGGRAPH symposium on Videogames*.*Reconstructing position from depth*,*Pettineo M.*, which can be found at http://mynameismjp.wordpress.com/2009/03/10/reconstructing-position-from-depth/.*Position from depth 3: Back in the habit*,*Pettineo M.*, which can be found at http://mynameismjp.wordpress.com/2010/09/05/position-from-depth-3/.*Average luminance calculation using a compute shader*,*Pettineo M.*, which can be found at http://mynameismjp.wordpress.com/2011/08/10/average-luminance-compute-shader/.*Compact Normal Storage for Small G-Buffers*,*Pranckevičius A.*, which can be found at http://aras-p.info/texts/CompactNormalStorage.html.*Gaussian blur with linear sampling*,*Rákos D.*, which can be found at http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/.*Real-time local displacement using dynamic GPU memory management*,*Schäfer H.*,*B. Keinert*, and*M. Stamminger*, and*Proceedings of the 5th High-Performance Graphics Conference*.*Creating DirectX Interop Libraries for XAML Metro Style Apps Part 1: Direct2D*,*Skakun F.*, which can be found at http://labs.vectorform.com/2012/05/creating-directx-interop-libraries-for-xaml-metro-style-apps-part-1-direct2d/.*Ciclos Town - 10 Male Characters*,*Teixeira R.*, which can be found at. Blendswap.com.*Silk Gaming Library: Vertex skinning a mesh, Trullinger M.*, which can be found at http://silk-ge.blogspot.com.au/2010/11/tutorial-vertex-skinning.html.*Understanding Shader Model 5.0 with DirectX 11*,*Valdetaro A.*,*G. Nunes*,*A. Raposo*, and*B. Feijó*.*High-quality shadows with improved paraboloid mapping*,*Vanek J.*,*J. Navrátil*,*A. Herout*, and*P. Zemčík*.*Proceedings of the 7th international conference on Advances in Visual Computing*(*Volume Part I*),*Springer Verlag*.*Curved PN triangles*,*Vlachos A.*,*J. Peters*,*C. Boyd*, and*J. L. Mitchell*, and*Proceedings of the 2001 symposium on Interactive 3D graphics*.*Spherical, Cubic, and Parabolic Environment Mappings*, The University of North Carolina,*Zimmons P*.*Dual Paraboloid Mapping In the Vertex Shader, Zink J*, which can be found at http://members.gamedev.net/JasonZ/Paraboloid/DualParaboloidMappingInTheVertexShader.pdf.*Practical Rendering and Computation with Direct3D 11, Zink J., M. Pettineo*, and*J. Hoxley*,*A. K. Peters, Ltd*.

#### Direct3D Rendering Cookbook

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#### 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

Free Chapter

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