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Practical Rendering and Computation with Direct3D 11

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Table of Contents

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 DirectCompute Memory 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 Classic Deferred 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


The authors have generously provided us with an optimal blend of concepts and philosophy, illustrative figures to clarify the more difficult points, and source code fragments to make the ideas concrete. Of particular interest is the chapter on multithreaded rendering, a topic that is essential in a multicore world. Later chapters include many examples such as skinning and displacement, dynamic tessellation, image processing (to illustrate DirectCompute), deferred rendering, physics simulations, and multithreaded paraboloid mapping. As if all this is not enough, the authors have made available their source code, called Hieroglyph 3. Books do not get any better than this! --David Eberly, Geometric Tools

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