HLSL Development Cookbook


HLSL Development Cookbook
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  • Discover powerful rendering techniques utilizing HLSL and DirectX 11
  • Augment the visual impact of your projects whilst taking full advantage of the latest GPUs
  • Experience the practical side of 3D rendering with a comprehensive set of excellent demonstrations

Book Details

Language : English
Paperback : 224 pages [ 235mm x 191mm ]
Release Date : June 2013
ISBN : 1849694206
ISBN 13 : 9781849694209
Author(s) : Doron Feinstein
Topics and Technologies : All Books, Game Development, Cookbooks

Table of Contents

Preface
Chapter 1: Forward Lighting
Chapter 2: Deferred Shading
Chapter 3: Shadow Mapping
Chapter 4: Postprocessing
Chapter 5: Screen Space Effects
Chapter 6: Environment Effects
Index
  • Chapter 1: Forward Lighting
    • Introduction
    • Hemispheric ambient light
    • Directional light
    • Point light
    • Spot light
    • Capsule light
    • Projected texture – point light
    • Projected texture – spot light
    • Multiple light types in a single pass
      • Chapter 3: Shadow Mapping
        • Introduction
        • Spot light PCF shadows
        • Point light PCF shadows
        • Cascaded shadow maps
        • PCF with varying penumbra size
        • Visualizing shadow maps

              Doron Feinstein

              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.

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              Please let us know if you have found any errors not listed on this list by completing our errata submission form. Our editors will check them and add them to this list. Thank you.


              Errata

              - 2 submitted: last submission 09 May 2014

              Errata type: Grammar | Page number: 96

              Paragraph 2, line "If X or Y difference is at least one full pixel size, move the"

              Should be:
              "Round down the position difference X and Y to the closest multiple of a full pixel size. If either X or Y has a value different than 0, move the cascade position by the resulting amount and set the tracking corresponding position component to the new cascade position. If both X and Y got rounded to 0, don't move the cascade or the tracking position."

              Errata type: Technical | Page number: 21

              Correction:


              replace:

              float SpotCosInnerConeRcp : packoffset( c2 )

              With
              float3 SpotColor : packoffset( c2 )

              float SpotCosInnerConeRcp : packoffset( c2.w )

              Sample chapters

              You can view our sample chapters and prefaces of this title on PacktLib or download sample chapters in PDF format.

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              What you will learn from this book

              • Learn about different light sources in both forward and deferred implementations
              • Take your dynamic lighting to the next level with shadow map support
              • Discover a range of post processing effects like bloom and tone mapping
              • Implement 3D elements such as decals, rain, and more
              • Harness various screen space techniques that help augment the visual quality of your work

              In Detail

              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.

              Approach

              Written in an engaging yet practical manner, HLSL Development Cookbook allows you to pick the recipes you need as and when they are required.

              Who this book is for

              If you have some basic Direct3D knowledge and want to give your work some additional visual impact by utilizing 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 High Level Shader Language (HLSL).

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