Book Image

Direct3D Rendering Cookbook

Book Image

Direct3D Rendering Cookbook

Overview of this book

Table of Contents (19 chapters)
Direct3D Rendering Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Further Reading
Index

Index

A

  • Adapter property /
  • affine transformation matrix
    • about /
  • ambient light / Adding multiple lights, How to do it…
  • ambient reflection /
  • AMD GPU PerfStudio
    • URL /
  • animation blending
    • about /
  • animation transforms /
  • Append/Consume buffers /
  • armature
    • about /
  • axis-aligned bounding boxes (AABB)
    • about /
  • axis-lines renderer class /

B

  • back-face culling /
    • about /
    • performing, face normal used /
    • performing, vertex normals used /
  • bicubic Bezier surfaces
    • tessellating /
  • billboards
    • about /
  • bind pose
    • about /
  • blend-weights
    • about /
  • Blender scenes
    • exporting to Autodesk FBX scenes, URL /
  • Blinn-Phong pixel shader /
  • Blinn-Phong shaders
    • implementing /
    • about /
  • bone-weights
    • about /
  • bone partitioning
    • about /
  • bones
    • animating /
  • box blur
    • implementing /
  • brightness
    • adjusting /
  • buffer resource
    • about /
  • BulletSharp library
    • about /
    • downloading /
  • Byte address buffer /

C

  • Catmull-Clark subdivision surfaces /
  • centroid method /
  • CheckFormatSupport method /
  • CheckThreadingSupport function /
  • classic deferred rendering technique / Filling the G-Buffer
  • ClearRenderTargetView command /
  • collision detection
    • about /
  • Collosseum cube map /
  • COM /
  • command list /
  • Common.DeviceManager class /
  • Common.HLSLCompiler.CompileFromFile method /
  • Common.HLSLCompiler class /
  • Common.LoadTexture class
  • CompileComputeShader function
    • about /
  • compiled mesh object (CMO)
    • about /
  • compiled mesh object (CMO) file
    • about /
  • compiled mesh object (CMO) models /
  • Compute Shader (CS) stage /
  • ComputeShader property /
  • compute shaders
    • about /
    • using /
    • advantages /
    • running /
    • manipulations /
  • constant buffer /
  • constant buffers
    • preparing, to perform material operations /
    • preparing, to perform lighting operations /
    • C# structures, using with HLSL constant buffers /
  • contrast
    • adjusting /
  • contrast adjustment shader
    • implementing /
  • convolution matrix /
  • CoreWindow
  • CorrectStructA /
  • CreateDeviceDependentResources() method / How to do it…
  • CreateDeviceDependentResources function /
  • CreateDeviceDependentResources method / How to do it…
  • CreateSizeDependentResources method /
  • CreateSwapChain function / How to do it…
  • Crytek
  • cube
    • rendering /
  • cube map /

D

E

  • edges
    • detecting, Sobel edge-detection filter used /
  • emissive lighting /
  • Event Tracing for Windows (ETW) /

F

  • Fast Fourier Transform (FFT)
    • about /
  • file
    • static mesh, loading from /
  • Filter property /
  • flimmering /
  • flip presentation model
  • fragments /
  • frustum culling /

G

H

  • HasTexture property /
  • high-dynamic-range (HDR) rendering /
  • High Dynamic Range (HDR) / How to do it…
  • High Level Shader Language (HLSL) /
  • HLSL (High-level Shader Language) /
  • HLSL constant buffer
    • C# structures, using with /
    • URL /
  • homogeneous projection space /
  • Hull Shader (HS) stage /

I

  • IDXGIFactory2 documentation
    • URL /
  • image processing techniques
    • compute shader, running /
    • contrast adjustment shader, implementing /
    • box blur, implementing /
    • horizontal blur compute shader, creating /
    • Gaussian blur filter, implementing /
    • Sobel edge-detection filter, implementing /
    • luminance histogram, calculating /
  • immediate context /
  • Index buffer /
  • Input Assembler (IA) /
  • Input Assembler (IA) stage /
    • about /
  • input layout /
  • Intel® GPA
    • URL /
  • interpolated VertexShaderOutput structure /
  • interpolation modifiers
    • linear /
    • centroid /
    • nointerpolation /
    • noperspective /
    • sample /
  • inverse transpose matrix
    • URL /

K

  • kernel /

L

  • Lambert azimuthal equal-area projection (LAEAP) / How it works…
  • left-handed coordinate system /
  • light direction /
  • lighting
    • adding /
    • about /
  • linear interpolation
    • working /
  • Linear interpolation (LERP) /
  • linearly interpolate (Lerp) /
  • linearly interpolating (lerp)
    • about /
  • linear method /
  • LoadFromFile function / There's more…
  • luminance histogram, image
    • calculating /

M

N

  • N-tap filter /
  • nointerpolation method /
  • noperspective method /
  • normal mapping
    • about /
    • used, for adding surface detail /
  • Nsight Visual Studio Edition (NVIDIA)
    • URL /
  • NuGet Package Manager

O

  • object space or model space /
  • ocean waves
    • simulating /
  • octaves
    • about /
  • OnInitialize event /
  • Output Merger (OM) /
  • Output Merger (OM) stage /

P

  • packoffset HLSL keyword
    • URL /
  • parallax occlusion mapping
    • about /
  • parametric surfaces
    • tessellating /
  • particles
    • rendering /
  • PerArmature.Size() method /
  • Perlin Noise
    • about /
  • PerMaterial buffer /
  • PerMaterialBuffer instance /
  • PerMaterialBuffer property /
  • PerObject constant buffer /
  • Phong shaders
    • implementing /
  • Phong tessellation
    • about /
    • used, for refining triangle meshes /
    • impact /
    • advantage /
  • physics engine
    • using /
    • BulletSharp, using /
    • working /
  • Pixel Shader (PS) stage /
  • point light / Adding multiple lights, How to do it…
  • Present method /
  • primitives
    • rendering /
    • working /
    • resource, initializing /
    • loop, rendering /
    • renderers /
  • programmable pipeline, stages
    • graphics pipeline /
    • Dispatch Pipeline /
  • Prt Scr key /
  • PSMain function /
  • public void Run() method /

Q

  • quad renderer /
  • QuadRenderer class /
  • quaternion /

R

S

T

  • Tangent Bitangent Normal (TBN) matrix /
  • tangent vector /
  • tessellation
    • about /
    • applying /
    • using /
    • vertex shader, preparing for /
    • buffers, preparing for /
    • performing, on triangle /
    • performing, on quad /
    • performing, on bicubic Bezier surfaces /
    • performing, on parametric surfaces /
    • optimizing, through back-face culling /
    • optimizing, through LoD /
  • Tessellator stage /
  • texels /
  • texture cube /
  • texture sampling
    • implementing /
  • tiled deferred rendering / There's more…
  • ToDispose method /
  • tone mapping /
  • triangle meshes
    • refining, with Phong tessellation /
  • triangle renderer /
  • TriangleRenderer class /

U

  • UAV /
  • unordered access buffers /
  • Unordered Access View (UAV) /
  • UV coordinate /
  • UV mapping /
  • UVW coordinate /

V

  • vertex buffer /
  • vertex buffers
    • preparing, to perform material operations /
    • preparing, to perform lighting operations /
  • vertex layout
    • updating /
  • vertex shader
    • preparing /
  • Vertex Shader (VS) stage /
  • vertex skinning
    • about /
  • view frustum /
  • Visual Shader Graph
    • creating /
  • Visual Shader Graphs
    • about /
  • Visual Studio graphics content pipeline
    • URL /
    • build targets for C#, URL /

W

X

Z

  • z-fighting /