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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

Implementing dual paraboloid environment mapping


For this recipe, we extend the geometry shader's instancing approach to create environment maps that were introduced in the previous recipe, Implementing multithreaded cubic environment mapping, and generate a dual paraboloid environment map. A dual paraboloid map (DPM) requires only two render targets instead of the six used in the cube maps, therefore requiring less texture memory. However, there is also no built-in hardware support for sampling a DPM that instead requires a manual implementation of the sampling based on the reflection vector.

Getting ready

We will start with the finished result from the previous recipe, Implementing multithreaded cubic environment mapping.

How to do it…

In order to generate the dual paraboloid map, we will apply geometry instancing and fill two render targets. To sample the environment map for reflections, we will implement a new HLSL function that determines the location and the texture (half of the DPM) to...

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