Index
A
- Adapter property /
- affine transformation matrix
- ambient light / Adding multiple lights, How to do it…
- ambient reflection /
- AMD GPU PerfStudio
- animation blending
- animation transforms /
- Append/Consume buffers /
- armature
- axis-aligned bounding boxes (AABB)
- axis-lines renderer class /
B
- back-face culling /
- about /
- performing, face normal used /
- performing, vertex normals used /
- bicubic Bezier surfaces
- billboards
- bind pose
- blend-weights
- Blender scenes
- exporting to Autodesk FBX scenes, URL /
- Blinn-Phong pixel shader /
- Blinn-Phong shaders
- bone-weights
- bone partitioning
- bones
- box blur
- brightness
- buffer resource
- BulletSharp library
- 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
- Collosseum cube map /
- COM /
- command list /
- Common.DeviceManager class /
- Common.HLSLCompiler.CompileFromFile method /
- Common.HLSLCompiler class /
- Common.LoadTexture class
- CompileComputeShader function
- compiled mesh object (CMO)
- compiled mesh object (CMO) file
- 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
- contrast adjustment shader
- 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
- cube map /
D
- 3D objects
- points /
- lines /
- traingles /
- D3DApp.Run() method /
- D3DApp.Run method /
- D3DApp class / How to do it…
- D3DApplicationBase.CreateSwapChainDescription() method /
- D3DApplicationDesktop class /
- De Casteljau's algorithm /
- deferred context /
- deferred rendering
- Depth Stencil View (DSV) / How to do it…, How to do it…
- depth stencil view (DSV) /
- desaturation /
- desc.BindFlags method /
- device context
- about /
- immediate context /
- deferred context /
- DeviceContext.DomainShader property /
- DeviceContext.DrawInstancedIndirect method
- DeviceContext.HullShader property /
- device dependent resources
- DeviceManager.OnInitialize event /
- Device manager class /
- diffuse reflection color /
- diffuse shaders
- Direct3D
- about /
- components /
- initialiazation stage /
- Render loop stage /
- Finalization stage /
- Direct3D, components
- device /
- device context /
- command list /
- swap chain /
- states /
- resources /
- HLSL /
- Direct3D 11
- improved multithreading support /
- Direct3D 11 application
- building, with C# /
- building, with SharpDX /
- initialization /
- rendering loop /
- finalization stage /
- Direct3D 11.1
- Direct3D 11.2
- enhancements /
- initializing /
- Direct3D application
- Direct3D errors, debugging /
- resources, tracking /
- pixel, debugging /
- debugging /
- Direct3D integration, into Windows store apps
- about / Introduction
- swap chain, preparing / Preparing the swap chain for a Windows Store app, Getting ready, How to do it…, How it works…
- CoreWindow, rendering to / Rendering to a CoreWindow, How to do it…, How it works…
- XAML SwapChainPanel, rendering to / Rendering to an XAML SwapChainPanel, How to do it…, How it works…, There's more…
- resources, loading asynchronously / Loading and compiling resources asynchronously, How to do it…, How it works…, See also
- resources, compiling asynchronously / Loading and compiling resources asynchronously, How to do it…, How it works…, There's more…
- Direct3D renderer class
- DirectCompute /
- DirectDraw Surface (DDS) file / There's more…
- directional light / Adding multiple lights, How to do it…
- DirectX Graphics Infrastructure (DXGI) /
- DirectX Graphics Infrastructure (DXGI) 1.3 / How it works…
- DirectX Tool Kit
- Dispatch Pipeline
- about /
- Compute Shader (CS) stage /
- displacement adaptive tessellation
- about /
- optimizing /
- applying, to triangle tessellation hull shader /
- displacement decals
- displacement mapping
- Domain Shader (DS) stage /
- DoRender implementation
- DoRender method /
- DrawIndexed method /
- dual paraboloid environment mapping
- dual paraboloid map (DPM) / Implementing dual paraboloid environment mapping
- DXGI 1.2
- DXGI 1.3
- dynamic Level-of-Detail (LoD)
- used, for improving silhouettes /
E
- edges
- detecting, Sobel edge-detection filter used /
- emissive lighting /
- Event Tracing for Windows (ETW) /
F
- Fast Fourier Transform (FFT)
- file
- static mesh, loading from /
- Filter property /
- flimmering /
- flip presentation model
- fragments /
- frustum culling /
G
- G-Buffer
- Gaussian blur filter
- GBuffer class / How it works…
- Geometry Shader (GS) stage /
- GetParent method /
- GPGPU
- GPUView
- graphics pipeline
- about /
- Input Assembler (IA) stage /
- Vertex Shader (VS) stage /
- Hull Shader (HS) stage /
- Tessellator stage /
- Domain Shader (DS) stage /
- Geometry Shader (GS) stage /
- Stream Output (SO) stage /
- Rasterizer Stage (RS) /
- Pixel Shader (PS) stage /
- Output Merger (OM) stage /
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
- 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 /
- input layout /
- Intel® GPA
- interpolated VertexShaderOutput structure /
- interpolation modifiers
- linear /
- centroid /
- nointerpolation /
- noperspective /
- sample /
- inverse transpose matrix
K
L
- Lambert azimuthal equal-area projection (LAEAP) / How it works…
- left-handed coordinate system /
- light direction /
- lighting
- linear interpolation
- Linear interpolation (LERP) /
- linearly interpolate (Lerp) /
- linearly interpolating (lerp)
- linear method /
- LoadFromFile function / There's more…
- luminance histogram, image
M
- Main() method /
- mask /
- material
- material, properties
- ambient reflection /
- diffuse reflection color /
- material diffuse color /
- specular reflection /
- emissive lighting /
- material diffuse color /
- mesh
- mesh renderer
- MeshRenderer class / Getting ready
- Microsoft Developer Network (MSDN) /
- Mipmaps /
- MSAA
- multiple lights
- Multiple Render Targets (MRT) /
- Multiple Render Targets (MRTs) / How to do it…
- multiple textures
- referencing, in material /
- multisample anti-aliasing (MSAA) / How it works…
- multithreaded dynamic cubic environment mapping
- multithreaded rendering
N
- N-tap filter /
- nointerpolation method /
- noperspective method /
- normal mapping
- about /
- used, for adding surface detail /
- Nsight Visual Studio Edition (NVIDIA)
- NuGet Package Manager
O
- object space or model space /
- ocean waves
- octaves
- OnInitialize event /
- Output Merger (OM) /
- Output Merger (OM) stage /
P
- packoffset HLSL keyword
- parallax occlusion mapping
- parametric surfaces
- particles
- PerArmature.Size() method /
- Perlin Noise
- PerMaterial buffer /
- PerMaterialBuffer instance /
- PerMaterialBuffer property /
- PerObject constant buffer /
- Phong shaders
- 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
- ragdoll physics
- Rasterizer Stage (RS) /
- RasterizerStateDescription.IsFrontCounterClockwise property /
- Read/Write buffers /
- renderer /
- RendererBase class /
- render target view (RTV) /
- Render Target View (RTV) / How to do it…, How to do it…
- Render Target Views (RTVs) / How to do it…
- resource
- about /
- textures /
- views /
- buffer resource /
- resources
- rest pose
- right-handed coordinate system
- rigid bodies
- Run() method /
S
- sample method /
- sample rendering framework
- about /
- Device manager class /
- Direct3D application class /
- Renderer class /
- project, preparing /
- using /
- scissor test / There's more…
- screen-aligned quad renderer
- screen space ambient occlusion (SSAO) / Implementing a screen-aligned quad renderer
- separable convolution filters /
- SetViewport method /
- Shader Model 4 (SM4) /
- Shader Model 5 (SM5) /
- Shader Resource View (SRV) / How to do it…, How to do it…
- shader resource view (SRV) /
- Shader Resource Views (SRVs) / How to do it…
- SharpDX
- SharpDX.Component.RemoveAndDispose method /
- SharpDX.Component.ToDispose<T>(T obj) method /
- SharpDX API /
- skin matrix
- SkinningVertex structure /
- SkinVertex method /
- Sobel edge-detection filter
- used, for detecting edges /
- Sobel edge detector /
- SpecularBlinnPhong method /
- SpecularPhong method /
- specular reflection /
- sphere
- spherical linear interpolation /
- spherically linear interpolate (Slerp) /
- sprites
- SRVFromFile function / There's more…
- state types /
- static mesh
- Stream Output (SO) stage /
- Structured buffer /
- surface detail
- adding, with normal mapping /
- adding, with displacement mapping /
- swap chain /
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
- 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
- vertex shader
- Vertex Shader (VS) stage /
- vertex skinning
- view frustum /
- Visual Shader Graph
- Visual Shader Graphs
- Visual Studio graphics content pipeline
- URL /
- build targets for C#, URL /
W
- WDDM /
- Windows Imaging Component (WIC) / There's more…
- Windows Presentation Foundation (WPF)
- Workflow Foundation (WF)
X
Z