HLSL Development Cookbook

Implement stunning 3D rendering techniques using the power of HLSL and DirectX 11
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HLSL Development Cookbook

Doron Feinstein

Implement stunning 3D rendering techniques using the power of HLSL and DirectX 11
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Book Details

ISBN 139781849694209
Paperback224 pages

Book Description

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.

Table of Contents

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 2: Deferred Shading
Introduction
GBuffer generation
GBuffer unpacking
Directional light
Point light
Capsule light
Spot light
Chapter 3: Shadow Mapping
Introduction
Spot light PCF shadows
Point light PCF shadows
Cascaded shadow maps
PCF with varying penumbra size
Visualizing shadow maps
Chapter 4: Postprocessing
Introduction
HDR rendering
Adaptation
Bloom
Distance depth of field
Bokeh
Chapter 5: Screen Space Effects
Introduction
Screen space ambient occlusion
Lens flare
Screen space reflections
Screen space Sun rays
Chapter 6: Environment Effects
Introduction
Dynamic decals
Distance/Height-based fog
Rain

What You Will Learn

  • 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

Authors

Table of Contents

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 2: Deferred Shading
Introduction
GBuffer generation
GBuffer unpacking
Directional light
Point light
Capsule light
Spot light
Chapter 3: Shadow Mapping
Introduction
Spot light PCF shadows
Point light PCF shadows
Cascaded shadow maps
PCF with varying penumbra size
Visualizing shadow maps
Chapter 4: Postprocessing
Introduction
HDR rendering
Adaptation
Bloom
Distance depth of field
Bokeh
Chapter 5: Screen Space Effects
Introduction
Screen space ambient occlusion
Lens flare
Screen space reflections
Screen space Sun rays
Chapter 6: Environment Effects
Introduction
Dynamic decals
Distance/Height-based fog
Rain

Book Details

ISBN 139781849694209
Paperback224 pages
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