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Justin Stenning - Direct3D Rendering Cookbook

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Justin Stenning Direct3D Rendering Cookbook
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50 practical recipes to guide you through the advanced rendering techniques in Direct3D to help bring your 3D graphics project to life
Overview
Learn and implement the advanced rendering techniques in Direct3D 11.2 and bring your 3D graphics project to life
Study the source code and digital assets with a small rendering framework and explore the features of Direct3D 11.2
A practical, example-driven, technical cookbook with numerous illustrations and example images to help demonstrate the techniques described
In Detail
The latest 3D graphics cards bring us amazing visuals in the latest games, from Indie to AAA titles. This is made possible on Microsoft platforms including PC, Xbox consoles, and mobile devices thanks to Direct3D a component of the DirectX API dedicated to exposing 3D graphics hardware to programmers. Microsoft DirectX is the graphics technology powering all of todays hottest games. The latest version DirectX 11features tessellation for film-like geometric detail, compute shaders for custom graphics effects, and improved multithreading for better hardware utilization. With it comes a number of fundamental game changing improvements to the way in which we render 3D graphics.
Direct3D Rendering Cookbook provides detailed .NET examples covering a wide range of advanced 3D rendering techniques available in Direct3D 11.2. With this book, you will learn how to use the new Visual Studio 2012 graphics content pipeline, how to perform character animation, how to use advanced hardware tessellation techniques, how to implement displacement mapping, perform image post-processing, and how to use compute shaders for general-purpose computing on GPUs.
After covering a few introductory topics about Direct3D 11.2 and working with the API using C# and SharpDX, we quickly ramp up to the implementation of a range of advanced rendering techniques, building upon the projects we create and the skills we learn in each subsequent chapter. Topics covered include using the new Visual Studio 2012 graphics content pipeline and graphics debugger, texture sampling, normal mapping, lighting and materials, loading meshes, character animation (vertex skinning), hardware tessellation, displacement mapping, using compute shaders for post-process effects, deferred rendering, and finally bringing all of this to Windows Store Apps for PC and mobile. After completing the recipes within Direct3D Rendering Cookbook, you will have an in-depth understanding of a range of advanced Direct3D rendering topics.
What you will learn from this book
Set up a Direct3D application and perform real-time 3D rendering with C# and SharpDX
Learn techniques for debugging your Direct3D application
Render a 3D environment with lights, shapes, and materials
Explore character animation using bones and vertex skinning
Create additional surface detail using tessellation with displacement mapping and displacement decals
Implement image post-processing tasks within compute shaders
Use real-time deferred rendering techniques to implement improved shading for lighting and shadows
Learn to Program the graphics pipeline with shaders using HLSL implemented by Shader Model 5

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Direct3D Rendering Cookbook

Direct3D Rendering Cookbook

Copyright 2014 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: January 2014

Production Reference: 1130114

Published by Packt Publishing Ltd.

Livery Place

35 Livery Street

Birmingham B3 2PB, UK.

ISBN 978-1-84969-710-1

www.packtpub.com

Cover Image by Justin Stenning (<>)

Credits

Author

Justin Stenning

Reviewers

Julian Amann

Stephan Hodes

Brian Klamik

Todd J. Seiler

Chuck Walbourn

Vinjn Zhang

Acquisition Editor

James Jones

Lead Technical Editor

Priya Singh

Technical Editors

Iram Malik

Shali Sasidharan

Anand Singh

Copy Editors

Roshni Banerjee

Gladson Monteiro

Adithi Shetty

Project Coordinator

Wendell Palmer

Proofreaders

Amy Johnson

Lindsey Thomas

Mario Cecere

Indexers

Hemangini Bari

Monica Ajmera Mehta

Rekha Nair

Graphics

Ronak Dhruv

Abhinash Sahu

Production Coordinator

Nitesh Thakur

Cover Work

Nitesh Thakur

About the Author

Justin Stenning , a software enthusiast since DOS was king, has been working as a software engineer since he was 20. He has been the technical lead on a range of projects, from enterprise content management and software integrations to mobile apps, mapping, and biosecurity management systems. Justin has been involved in a number of open source projects, including capturing images from fullscreen Direct3D games and displaying in-game overlays, and enjoys giving a portion of his spare time to the open source community. Justin completed his Bachelor of Information Technology at Central Queensland University, Rockhampton. When not coding or gaming, he thinks about coding or gaming, or rides his motorbike. Justin lives with his awesome wife, and his cheeky and quirky children in Central Victoria, Australia.

To Lee, thanks for keeping things running smoothly using your special skill of getting stuff done and of course for your awesomeness. To the kids, yes, I will now be able to play more Minecraft and Terraria with you.

I would like to thank Michael for taking a punt on me all those years ago and mentoring me in the art of coding.

I would also like to thank the SharpDX open source project for producing a great interface to Direct3D from the managed code, and Blendswap.com and its contributors for providing such a great service to the Blender community.

Thank you to the reviewers who provided great feedback and suggestions throughout.

Lastly, a big thank you to James, Priya, Wendell, and all the folks at Packt Publishing who have made this book possible.

About the Reviewers

Julian Amann started working with DirectX 13 years ago, as a teenager. He received his master's degree in Computer Science from the Technische Universitt Mnchen (Germany) in 2011. He has worked as a research assistant at the Chair of Computer Graphics at Bauhaus-Universitt Weimar, where he did his research on image quality algorithms and has also been involved in teaching computer graphics. Currently, Julian works at the Chair of Computational Modeling and Simulation ( CMS ) at the Technische Universitt Mnchen. He is writing his PhD thesis about product data models for infrastructure projects in the field of Civil Engineering. In his spare time, Julian enjoys programming computer-graphics-related applications and blogging at vertexwahn.de.

Stephan Hodes has been working as a software engineer in the games industry for 15 years while GPUs made the transition from fixed function pipeline to a programmable shader hardware. During this time, he worked on a number of games released for PC as well as Xbox 360 and PS3.

Since he joined AMD as a Developer Relations Engineer in 2011, he has been working with a number of European developers on optimizing their technology to take full advantage of the processing power that the latest GPU hardware provides. He is currently living with his wife and son in Berlin, Germany.

Brian Klamik has worked as a software design engineer at Microsoft Corporation for 15 years. Nearly all of this time was spent evolving the Direct3D API in Windows by working together with the graphics hardware partners and industrys leading application developers. He enjoys educating developers about using Direct3D optimally, as well as enjoying the results of their labor.

Todd J. Seiler works in the CAD/CAM dental industry as a Graphics Software Engineer at E4D Technologies in Dallas, TX. He has worked as a Software Development Engineer in Test on Games for Windows LIVE at Microsoft, and he has also worked in the mobile game development industry. He has a B.S. in Computer Graphics and Interactive Media from the University of Dubuque in Dubuque, IA with a minor in Computer Information Systems. He also has a B.S. in Real-time Interactive Simulations from DigiPen Institute of Technology in Redmond, WA, with minors in Mathematics and Physics.

In his spare time, he plays video games, studies Catholic apologetics and theology, writes books and articles, and toys with new technology when he can. He periodically blogs about random things at http://www.toddseiler.com.

Chuck Walbourn , a software design engineer at Microsoft Corporation, has been working on games for the Windows platform since the early days of DirectX and Windows 95. He entered the gaming industry by starting his own development house during the mid-90s in Austin. He shipped several Windows titles for Interactive Magic and Electronic Arts, and he developed the content tools pipeline for Microsoft Game Studios Xbox titled as Voodoo Vince. Chuck worked for many years in the game developer relations groups at Microsoft, presenting at GDC, Gamefest, X-Fest, and other events. He was the lead developer on the DirectX SDK (June 2010) release. He currently works in the Xbox platform group at Microsoft, where he supports game developers working on the Microsoft platforms through the Games for Windows and the DirectX SDK blog, the DirectX Tool Kit and DirectXTex libraries on CodePlex, and other projects. Chuck holds a bachelors degree and a masters degree in Computer Science from the University of Texas, Austin.

Vinjn Zhang is an enthusiastic software engineer. His interest in programming includes game development, graphics shader writing, human-computer interaction, and computer vision. He has translated two technical books into Chinese, one for the processing language and other for OpenCV.

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