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简介

Practical Rendering and Computation with Direct3D 11

Practical Rendering and Computation with Direct3D 11 8.7分

资源最后更新于 2020-09-23 15:11:56

作者:Jason Zink

出版社:A K Peters/CRC Press

出版日期:2011-01

ISBN:9781568817200

文件格式: pdf

标签: directx11 计算机图形学 Graphics 图形学 DirectX 游戏编程 计算机 游戏开发

简介· · · · · ·

Direct3D 11 offers such a wealth of capabilities that users can sometimes get lost in the details of specific APIs and their implementation. While there is a great deal of low-level information available about how each API function should be used, there is little documentation that shows how best to leverage these capabilities. Written by active members of the Direct3D communit...

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目录

Overview of Direct3D 11
Direct3D Framework
Pipeline
Resources
Interfacing with Direct3D
Getting Started
Direct3D 11 Resources
Resources Overview
Resources in Detail
Resource Manipulations
The Rendering Pipeline
Pipeline State
Pipeline Execution
Input Assembler
Vertex Shader
Hull Shader
Tessellator
Domain Shader
Geometry Shader
Stream Output
Rasterizer
Pixel Shader
Output Merger
High-Level Pipeline Functions
The Tessellation Pipeline
Introduction
Tessellation and the Direct3D Pipeline
Parameters for Tessellation
Effects of Parameters
The Computation Pipeline
Introduction
DirectCompute Threading Model
DirectComputeMemory Model
Thread Synchronization
Algorithm Design
High Level Shading Language
Introduction
Usage Process
Language Basics
Constant Buffers
Resource Objects
Dynamic Shader Linkage
Intrinsic Functions
Shader Reflection
Using fxc.exe
Multithreaded Rendering
Introduction
Motivations for Multithreaded Rendering
Direct3D 11 Threading Model
Context Pipeline State Propagation
Potential Usage Scenarios
Practical Considerations and Tips
Conclusion
Mesh Rendering
Mesh Transformations
Vertex Skinning
Vertex Skinning with Displacement Mapping
Dynamic Tessellation
Terrain Tessellation
Higher-Order Surfaces
Image Processing
Image Processing Primer
Gaussian Filter
Bilateral Filter
Deferred Rendering
Overview
ClassicDeferred Rendering
Light Pre-Pass Deferred Rendering
Optimizations
Anti-Aliasing
Transparency
Simulations
Water Simulation
Particle Systems
Multithreaded Paraboloid Rendering
Theory
Implementation Design
Multithreading Scenario
Conclusion
Appendix A: Source Code
Appendix B: Direct3D 11 Queries
Appendix C: Tessellation Summary
Bibliography
Index