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PAMinerva edited this page Sep 6, 2022 · 42 revisions

Table of contents (tentative)

  • 00 - Introduction and Prerequisites

  • 01 - Hello World
  • 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.)

Appendices

  • 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.)
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