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Real-Time Rendering Tricks and Techniques in DirectX
by Kelly Dempski
ISBN:1931841276
Premier Press
© 2002 (821 pages)
Provides a clear path to detailing frequently requested DirectX features.
CD Content
Table of Contents
Back Cover
Comments
Table of Contents
Real-Time Rendering Tricks and Techniques in DirectX
Foreword
Introduction
Part I - First Things First
Chapter 1
- 3D Graphics: A Historical Perspective
Chapter 2
- A Refresher Course in Vectors
Chapter 3
- A Refresher Course in Matrices
Chapter 4
- A Look at Colors and Lighting
Chapter 5
- A Look at the Graphics Pipeline
Part II - Building the Sandbox
Chapter 6
- Setting Up the Environment and Simple Win32 App
Chapter 7
- Creating and Managing the Direct3D Device
Part III - Let the Rendering Begin
Chapter 8
- Everything Starts with the Vertex
Chapter 9
- Using Transformations
Chapter 10
- From Vertices to Geometry
Chapter 11
- Fixed Function Lighting
Chapter 12
- Introduction to Textures
Chapter 13
- Texture Stage States
Chapter 14
- Depth Testing and Alpha Blending
Part IV - Shaders
Chapter 15
- Vertex Shaders
Chapter 16
- Pixel Shaders
Part V - Vertex Shader Techniques

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Chapter 17
- Using Shaders with Meshes
Chapter 18
-
Simple and Complex Geometric Manipulation with Vertex
Shaders
Chapter 19
- Billboards and Vertex Shaders
Chapter 20
- Working Outside of Cartesian Coordinates
Chapter 21
- Bezier Patches
Chapter 22
- Character Animation—Matrix Palette Skinning
Chapter 23
- Simple Color Manipulation
Chapter 24
- Do-It-Yourself Lighting in a Vertex Shader
Chapter 25
- Cartoon Shading
Chapter 26
- Reflection and Refraction
Chapter 27
- Shadows Part 1—Planar Shadows
Chapter 28
- Shadows Part 2—Shadow Volumes
Chapter 29
- Shadows Part 3—Shadow Maps
Part VI - Pixel Shader Techniques
Chapter 30
- Per-Pixel Lighting
Chapter 31
- Per-Pixel Lighting—Bump Mapping
Chapter 32
- Per-Vertex Techniques Done per Pixel
Part VII - Other Useful Techniques
Chapter 33
- Rendering to a Texture—Full-Screen Motion Blur
Chapter 34
- 2D Rendering—Just Drop a “D”
Chapter 35
- DirectShow: Using Video as a Texture
Chapter 36
- Image Processing with Pixel Shaders
Chapter 37
- A Much Better Way to Draw Text
Chapter 38
- Perfect Timing
Chapter 39
- The Stencil Buffer
Chapter 40
- Picking: A Plethora of Practical Picking Procedures
In Conclusion…
Index
List of Figures
List of Tables
List of Sidebars

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CD Content
Real-Time Rendering Tricks and Techniques in
DirectX
Kelly Dempski
© 2002 by Premier Press. All rights reserved. No part of this book may be reproduced or transmitted in
any form or by any means, electronic or mechanical, including photocopying, recording, or by any
information storage or retrieval system without written permission from Premier Press, except for the
inclusion of brief quotations in a review.
Premier Press, Inc. is a registered trademark of Premier Press, Inc.
Publisher: Stacy L. Hiquet
Marketing Manager: Heather Buzzingham
Managing Editor: Sandy Doell
Acquisitions Editor: Mitzi Foster
Series Editor: André LaMothe
Senior Project Editor: Heather Talbot
Technical Reviewer: André LaMothe
Microsoft and DirectX are registered trademarks of Microsoft Corporation in the United States and/or
other countries.
NVIDIA, the NVIDIA logo, nForce, GeForce, GeForce2, and GeForce3 are registered trademarks or
trademarks of NVIDIA Corporation in the United States and/or other countries.
All other trademarks are the property of their respective owners.
Important: Premier Press cannot provide software support. Please contact the appropriate software
manufacturer’s technical support line or Web site for assistance.
Premier Press and the author have attempted throughout this book to distinguish proprietary trademarks
from descriptive terms by following the capitalization style used by the manufacturer.
Information contained in this book has been obtained by Premier Press from sources believed to be
reliable. However, because of the possibility of human or mechanical error by our sources, Premier

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Press, or others, the Publisher does not guarantee the accuracy, adequacy, or completeness of any
information and is not responsible for any errors or omissions or the results obtained from use of such
information. Readers should be particularly aware of the fact that the Internet is an ever-changing entity.
Some facts may have changed since this book went to press.
ISBN: 1-931841-27-6
Library of Congress Catalog Card Number: 2001097326
Printed in the United States of America
02 03 04 05 06 RI 10 9 8 7 6 5 4 3 2 1
Technical Reviewer: Andre LaMothe
Copy Editor: Laura R. Gabler
Interior Layout: Scribe Tribe
Cover Design: Mike Tanamachi
CD-ROM Producer: Arlie Hartman
Indexer: Sharon Shock
For Rachel
Acknowledgments
I can’t thank my wife Rachel enough. She has graciously put up with six frantic months of writing. Her
contributions ranged anywhere from simple emotional support to helping me debug pixel shaders in the
early hours of the morning. This book would not have been possible without her patience and support.
I’d like to thank all my friends and family for their support. I’ve had less time to spend with the people
who are important to me. Thank you for your patience these past months.
Thanks to Stan Taylor, Anatole Gershman, Edy Liongosari, and everyone at Accenture Technology
Labs for their support. Many thanks to Scott Kurth for proofreading, suggestions, and the occasional
reality check. Also, many thanks to Mitu Singh for taking the time to help me with many of the images
and equations. I have the privilege of working with a fantastic group of people.
Also, I’d like to thank all the other people who worked on this book. I really appreciate the help of Emi
Smith, Mitzi Foster, Heather Talbot, Kris Simmons, and André LaMothe. Thanks to all of you for walking
me through my first book.
Finally, I need to thank Philip Taylor (Microsoft), Jason Mitchell (ATI), Sim Dietrich (nVidia), and many
other presenters from each of these three companies. Much of what I have learned comes from their

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excellent presentations and online materials. Their direct and indirect help is greatly appreciated. Also,
I’d like to thank Sim Dietrich for taking the time and effort to write the foreword.
All the people mentioned above contributed in some way to the better aspects of this book. I deeply
appreciate their contributions.
About the Author
Kelly Dempski has been a researcher at Accenture’s Technology Labs for seven years. His research
work has been in the areas of multimedia, Virtual Reality, Augmented Reality, and Interactive TV, with a
strong focus on photo-realistic rendering and interactive techniques. He has authored several papers
and one of his projects is part of the Smithsonian Institution’s permanent collection on Information
Technology.
Letter from the Series Editor
Let me start by saying, buy this book! Real-Time Rendering Tricks and Techniques in DirectX is simply
the most advanced DirectX book on the market—period! The material in this book will be found in no
other book, and that’s all there is to it. I am certain that the author Kelly Dempski is an alien from
another world since there’s no way a human could know this much about advanced DirectX. I know
since I am from another planet <SMILE>. This book covers all the topics you have always heard about,
but never knew exactly how to implement in real time.
In recent times, Direct3D has become a very complex and powerful API that leverages hardware to the
max. The programmers at Microsoft are not playing games with it and Direct3D is in sync with the
hardware that it supports, meaning if there is hardware out there that does something, you can be sure
that Direct3D can take advantage of it. In fact, Direct3D has support for operations that don’t exist.
Makes me wonder if Bill has a time machine. The only downfall to all this technology and functionality is
that the learning curve is many months to years—and that’s no joke. Try learning Direct3D on your own,
and it will take you 1–2 years to master it. The days of just figuring things out are over, you need a
master to teach you, and then you can advance from there.
Real-Time Rendering Tricks and Techniques in DirectX starts off making no assumptions about what
you know. The first part of the book covers mathematics, matrices, and more. After that groundwork is
laid, general Direct3D is covered in l, so we are all on the same page. The coverage of Direct3D alone
is worth the price of the book. However, after the basic Direct3D coverage, the book starts into special
effects programming using various advanced techniques like vertex shaders and pixel shaders. This
stuff is completely voodoo. It’s not like it’s hard, but you simply would have no idea where to start if you
were to read the DirectX SDK. Kelly knows where to start, where to end, and what goes in the middle.
Now, I don’t want to get you too excited, but if you read this book you WILL know how to perform such
operations as advanced texture blending, lighting, shadow mapping, refraction, reflection, fog, and a
bazillion other cool effects such as “cartoon” shading. What I like about this book is that it really does
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