39,59 €
3D graphics are becoming increasingly more realistic and sophisticated as the power of modern hardware improves. The High Level Shader Language (HLSL) allows you to harness the power of shaders within DirectX 11, so that you can push the boundaries of 3D rendering like never before.HLSL Development Cookbook will provide you with a series of essential recipes to help you make the most out of different rendering techniques used within games and simulations using the DirectX 11 API.This book is specifically designed to help build your understanding via practical example. This essential Cookbook has coverage ranging from industry-standard lighting techniques to more specialist post-processing implementations such as bloom and tone mapping. Explained in a clear yet concise manner, each recipe is also accompanied by superb examples with full documentation so that you can harness the power of HLSL for your own individual requirements.
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Seitenzahl: 292
Veröffentlichungsjahr: 2013
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First published: June 2013
Production Reference: 1060613
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Cover Image by Artie Ng (<[email protected]>)
Author
Doron Feinstein
Reviewers
Brecht Kets
Pope Kim
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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 company’s 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.
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). He’s 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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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.
Chapter 1, Forward Lighting, will guide you through the light equation for the most commonly used light sources implemented in the forward lighting technique.
Chapter 2, Deferred Shading, will teach you to optimize the lighting calculations introduced in the previous chapter by separating the light calculations from the scene complexity.
Chapter 3, Shadow Mapping, will help you to improve the realism of the lighting calculations covered in the previous chapters by adding shadow support.
Chapter 4, Postprocessing, will guide you to enhance the quality of the lighting results with different 2D filtering techniques.
Chapter 5, Screen Space Effects, will help you to extend the lighting calculations from Chapter 2, Deferred Lighting, by implementing additional lighting effects as screen space calculations.
Chapter 6, Environment Effects, will help you to add some final touches to your rendered scene by changing the weather and adding some interactivity.
Running the samples provided with this book requires a computer with a DirectX 11-enabled graphics card running Windows Vista or newer operating system. Compiling the code will require Microsoft’s Visual Studio 2010 or newer with DirectX SDK (June 2010).
If you have some basic Direct3D knowledge and want to give your work some additional visual impact by utilizing the advanced rendering techniques, then this book is for you. It is also ideal for those seeking to make the transition from DirectX 9 to DirectX 11 and those who want to implement powerful shaders with the HLSL.
In this book, you will find a number of styles of text that distinguish between different kinds of information. Here are some examples of these styles, and an explanation of their meaning.
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In this chapter we will cover:
Forward lighting is a very common method to calculate the interaction between the various light sources and the other elements in the scene, such as meshes and particle systems. Forward lighting method has been around from the fixed pipeline days (when programmable shaders were just an insightful dream) till today, where it gets implemented using programmable shaders.
From a high-level view, this method works by drawing every mesh once for each light source in the scene. Each one of these draw calls adds the color contribution of the light to the final lit image shown on the screen. Performance wise, this is very expensive—for a scene with N lights and M meshes, we would need N times M draw calls. The performance can be improved in various ways. The following list contains the top four commonly used optimizations:
Rendering the scene depths, as mentioned in the first method, is very easy to implement and only requires shaders that output depth values. The second and third methods are implemented on the CPU, so they won't be covered in this book. The fourth method is going to be explained at the end of this chapter. Since each one of these methods is independent from the others, it is recommended to use all of them together and gain the combined performance benefit.
Although this method lost its popularity in recent years to deferred lighting/shading solutions (which will be covered in the next chapter) and tiled lighting due to their performance improvement, it's still important to know how forward lighting works for the following reasons:
All the following recipes are going to cover the HLSL side of the rendering. This means that you, the reader, will need to know how to do the following things:
All vertex buffers used with this technique must contain both positions and normals. In order to achieve smooth results, use smooth vertex normals (face normals should be avoided).
In addition, the pixel shader has to come up with a per-pixel color value for the rendered meshes. The color value may be a constant per mesh color or can be sampled from a texture.
