ABSTRACT

Direct3D 11 offers such a wealth of capabilities that users can sometimes get lost in the details of specific APIs and their implementation. While there is a great deal of low-level information available about how each API function should be used, there is little documentation that shows how best to leverage these capabilities. Written by active me

chapter 1|26 pages

Overview of Direct3D 11

chapter 2|90 pages

Direct3D 11 Resources

chapter 3|146 pages

The Rendering Pipeline

chapter 4|24 pages

The Tessellation Pipeline

chapter 5|24 pages

The Computation Pipeline

chapter 6|44 pages

High Level Shading Language

chapter 7|26 pages

Multithreaded Rendering

chapter 8|32 pages

Mesh Rendering

chapter 9|56 pages

Dynamic Tessellation

chapter 10|22 pages

Image Processing

chapter 11|52 pages

Deferred Rendering

chapter 12|34 pages

Simulations

chapter 13|28 pages

Multithreaded Paraboloid Mapping