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Direct3D Rendering Cookbook

You're reading from  Direct3D Rendering Cookbook

Product type Book
Published in Jan 2014
Publisher
ISBN-13 9781849697101
Pages 430 pages
Edition 1st Edition
Languages

Table of Contents (19) Chapters

Direct3D Rendering Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. Getting Started with Direct3D 2. Rendering with Direct3D 3. Rendering Meshes 4. Animating Meshes with Vertex Skinning 5. Applying Hardware Tessellation 6. Adding Surface Detail with Normal and Displacement Mapping 7. Performing Image Processing Techniques 8. Incorporating Physics and Simulations 9. Rendering on Multiple Threads and Deferred Contexts 10. Implementing Deferred Rendering 11. Integrating Direct3D with XAML and Windows 8.1 Further Reading
Index

Incorporating multisample anti-aliasing


One of the problems with classic deferred rendering is that to support the built-in hardware anti-aliasing, we must implement some extra shader code to correctly sample from the MSAA G-Buffer. More recent improvements in Direct3D have made this problem easy to solve by using the SV_SampleIndex and SV_Coverage pixel shader system-value semantics to run the shader for each sample and to determine which samples are covered by the current fragment.

Getting ready

It is necessary that all render targets are created with multisampling enabled. This includes the render targets of the G-Buffer, the depth buffer, and also the light accumulation buffer of the light renderer. Our implementations of the GBuffer and LightRenderer classes already support multisampling provided we pass in the correct sample description to the GBuffer constructor, for example, new SampleDescription(4, 0).

Our existing ScreenAlignedQuadRenderer must be modified to use the multisampling...

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