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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

Rendering particles


In this recipe, we will implement a simple particle system on the GPU. Compute shaders will be used to generate and update the particles within append/consume buffers, and we will use the vertex shader input semantics, SV_VertexID and SV_InstanceID, to generate billboards from the particle points.

We will introduce blend states to deal with the alpha blending of particles. In order to render the particles without regard to the order, we will also disable writing to the depth buffer.

Getting ready

Let us start with one of the previous rendering projects used in the recipe, Animating bones, of Chapter 4, Animating Meshes with Vertex Skinning. In this recipe, we will make use of a modified version of the CreateBufferUAV C# function that we created in the Calculating an image's luminance histogram recipe of Chapter 7, Performing Image Processing Techniques.

The completed project and the following textures can be found in the downloadable companion code as well as the following...

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