Direct3D Rendering Cookbook by Justin Stenning

January 20, 2014
Publisher: Packt Publishing
ISBN: 978-1849697101

From the Amazon website:

Direct3D Rendering Cookbook is for C# .NET developers who want to learn the advanced rendering techniques made possible with DirectX 11.2. It is expected that the reader has at least a cursory knowledge of graphics programming, and although some knowledge of Direct3D 10+ is helpful, it is not necessary. An understanding of vector and matrix algebra is required.

  • Learn and implement 50 rendering techniques in Direct3D 11.2.
  • Study the source code and digital assets with a small rendering framework and explore the features of Direct3D 11.2
  • Set up a Direct3D application and perform real-time 3D rendering with C# and SharpDX
  • Learn techniques for debugging your Direct3D application
  • Render a 3D environment with lights, shapes, and materials
  • Explore character animation using bones and vertex skinning
  • Create additional surface detail using tessellation with displacement mapping and displacement decals
  • Implement image post-processing tasks within compute shaders
  • Use real-time deferred rendering techniques to implement improved shading for lighting and shadows
  • Learn to Program the graphics pipeline with shaders using HLSL implemented by Shader Model 5


Direct3D Rendering Cookbook provides detailed .NET examples covering a wide range of advanced 3D rendering techniques available in Direct3D 11.2. With this book, you will learn how to use the new Visual Studio 2012 graphics content pipeline, how to perform character animation, how to use advanced hardware tessellation techniques, how to implement displacement mapping, perform image post-processing, and how to use compute shaders for general-purpose computing on GPUs.

After covering a few introductory topics about Direct3D 11.2 and working with the API using C# and SharpDX, we quickly ramp up to the implementation of a range of advanced rendering techniques, building upon the projects we create and the skills we learn in each subsequent chapter. Topics covered include using the new Visual Studio 2012 graphics content pipeline and graphics debugger, texture sampling, normal mapping, lighting and materials, loading meshes, character animation (vertex skinning), hardware tessellation, displacement mapping, using compute shaders for post-process effects, deferred rendering, and finally bringing all of this to Windows Store Apps for PC and mobile. After completing the recipes within Direct3D Rendering Cookbook, you will have an in-depth understanding of a range of advanced Direct3D rendering topics.


Examples of topics covered in the book:

  • Rendering with Direct3D: sample rendering framework, device-dependent resources, window size-dependent resources, renderer classes, primitives, anti-aliasing, texture sampling.
  • Meshes: cube, sphere, loading a mesh from a file, animating meshes with vertex skinning, bones, refining meshes with tessellation
  • Lighting: diffuse shaders, Phong shaders, Blinn-Phong shaders
  • Tessellation: hardware tessellation, tessellating a triangle and quad, tessellating bicubic Bezier surfaces
  • Normal and displacement mapping, displacement decals
  • Image processing techniques: desaturation, contrast, brightness, box blur (convolution filters), Gaussian blur filter, the Sobel edge-detection filter, luminance histogram
  • Physics and simulations: ocean waves, particles.
  • Multithreading: dynamic cubic environment, dual paraboloid environment mapping.
  • Deferred rendering: G-buffer, a screen-aligned quad renderer.
  • Integrating Direct3D with XAML