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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

Introduction


Displacement mapping is the process of displacing vertices (usually created via the process of tessellation) based upon the information sampled from a height map texture. This process extends upon traditional normal mapping to provide additional detail to the surface. Displacement mapping is not a replacement for normal mapping. They both work together to produce a more realistic result. While normal mapping manipulates lighting to give the appearance of a more irregular surface, displacement mapping will physically manipulate the mesh to give it additional 3D detail—especially noticeable for silhouettes, contours, and therefore shadows. The example output shown in Adding surface detail with normal mapping highlights the impact of normal and displacement mapping both separately and when combined.

In this chapter, we will learn how to use these techniques together to produce more realistic real-time rendering results, and then see how to extend the process to implement local deformations...

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