Book Image

Direct3D Rendering Cookbook

By : Justin Stenning, Justin Stenning
Book Image

Direct3D Rendering Cookbook

By: Justin Stenning, Justin Stenning

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 /