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Doron Feinstein - HLSL Development Cookbook

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Doron Feinstein HLSL Development Cookbook
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HLSL Development Cookbook

HLSL Development Cookbook

Copyright 2013 Packt Publishing

All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.

Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author, nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book.

Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.

First published: June 2013

Production Reference: 1060613

Published by Packt Publishing Ltd.

Livery Place

35 Livery Street

Birmingham B3 2PB, UK.

ISBN 978-1-84969-420-9

www.packtpub.com

Cover Image by Artie Ng (<>)

Credits

Author

Doron Feinstein

Reviewers

Brecht Kets

Pope Kim

Acquisition Editor

Erol Staveley

Lead Technical Editors

Arun Nadar

Hardik Saiyya

Technical Editor

Kaustubh S. Mayekar

Project Coordinator

Arshad Sopariwala

Proofreader

Mario Cecere

Indexer

Tejal R. Soni

Graphics

Ronak Dhruv

Abhinash Sahu

Valentina D'silva

Production Coordinator

Shantanu Zagade

Cover Work

Shantanu Zagade

About the Author

Doron Feinstein has been working as a graphics programmer over the past decade in various industries. Since he graduated his first degree in software engineering, he began his career working on various 3D simulation applications for military and medical use. Looking to fulfill his childhood dream, he moved to Scotland for his first job in the game industry at Realtime Worlds. Currently working at Rockstar Games as a Senior Graphics Programmer, he gets to work on the companys latest titles for Xbox 360, PS3, and PC.

I would like to thank my wife, who convinced me to write this book, for all her support.

About the Reviewers

Brecht Kets is a Senior Lecturer at Howest University in Belgium, where he teaches game development in one of the leading international game development study programs, Digital Arts, and Entertainment (www.digitalartsandentertainment.com). Hes been actively involved in game development for several years, and has been writing about XNA since the launch in December 2006. He hosts the www.3dgameprogramming.net website and has received the Microsoft Most Valuable Professional award in the category DirectX/XNA six times in a row for his contributions in the community.

He has also co-authored the book Building your First Mobile Game using XNA 4.0 , Packt Publishing and the video series XNA 3D Game Development By Example , Packt Publishing .

Pope Kim is a seasoned rendering programmer with over 10 years of experience in the gaming industry. While working with top game studios in the world, he has shipped over a dozen games on many platforms, including Xbox 360, PS3, PC, Wii, PS2, and PSP.

He has degrees in Law and Computer Science, and is an occasional presenter at computer graphics or game-related conferences, such as Siggraph and Korea Game Conference.

He is also a part-time educator. He served his 3 years at the Art Institute of Vancouver as an HLSL programming instructor and currently holds a professor position at Sogang University Game Education Center.

In 2012, he authored an introductory HLSL programming book, which instantly became a best-seller in Korea. It is currently being translated back to English and is partly available on his blog.

You can follow Pope at http://www.popekim.com or on Twitter at @BlindRenderer.

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Preface

DirectX 11 has been around for a couple of years now but never received much attention from 3D developers up until now. With PC regaining its popularity in the gaming community and the third generation of Xbox gaming console just around the corner, the transition to DirectX 11 is just a matter of time.

In this book, we will cover common and new 3D techniques implemented using the features offered by DirectX 11. From basic lighting to advanced screen space effects, each recipe will introduce you to one or more new DirectX 11 features such as Compute Shaders, Unordered Access Views, and Tessellation.

The HLSL Development Cookbook will provide you with a series of essential recipes to help you make the most out of the different rendering techniques used within games and simulations using the DirectX 11 API.

What this book covers

, Forward Lighting , will guide you through the light equation for the most commonly used light sources implemented in the forward lighting technique.

, Deferred Shading , will teach you to optimize the lighting calculations introduced in the previous chapter by separating the light calculations from the scene complexity.

, Shadow Mapping , will help you to improve the realism of the lighting calculations covered in the previous chapters by adding shadow support.

, Postprocessing , will guide you to enhance the quality of the lighting results with different 2D filtering techniques.

, Deferred Lighting , by implementing additional lighting effects as screen space calculations.

, Environment Effects , will help you to add some final touches to your rendered scene by changing the weather and adding some interactivity.

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