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PAMinerva edited this page Sep 6, 2022
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00 - Introduction and Prerequisites
- 01 - Hello World
- A - Hello Window
- B - Hello Triangle
- C - Hello Bundles
- D - Hello Constant Buffers
- E - Hello Textures
- F - Hello Frame Buffering
- G - Hello Transformations
- H - Hello Lighting
- 02 - Output Merger Stage
- A - Blending
- B - Mirror
- 03 - Geometry shader and Stream Output
- A - Billboarding
- B - Particle effect
- 04 - Tessellation
- A - Simple Bézier surface
- B - Dynamic LOD
- 05 - Compute shader
- A - Simple compute
- B - Compute Particles
- 06 - (Yet to be determined)
- 0X - (Instancing, Local and Global illuminations, Shadows, Texturing, Post-processing effects, 2D text, multi-threading, Shader Model 6.X, Mesh shaders, Reserved resources, VRS, Antialiasing techniques, Culling techniques, User input, Audio, Collision detection, Decals, Skinning animations, etc.)
- A - Vectors
- B - Matrices
- C - Transformations
- D - Spaces
- E - Analytic Geometry
- F - (Yet to be determined)
- X - (Bézier curves and surfaces, Quaternions, Image processing, Bounding volumes, Spatial data structures, Monte Carlo integration, Physics of light, Animations, etc.)