Beginning Direct3D Game Programming: 1. The History of Direct3D Graphics

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1 Beginning Direct3D Game Programming: 1. The History of Direct3D Graphics Division of Digital Contents, DongSeo University. April 2016

2 Long time ago Before Windows, DOS was the most popular operating system for the PC. In this chapter, you will learn about: The history and earlier versions of DirectX, leading up to the current version. The introduction of point sprites and vertex and pixel shaders in DirectX 8. The basics of 3D textures. 2

3 Raster graphics In computer graphics, a raster graphics image is a dot matrix data structure representing a generally rectangular grid of pixels, or points of color, viewable via a monitor, paper, or other display medium. Raster images are stored in image files with varying formats. 3

4 Triangle A basic primitive for a mesh. Uniquely define a plane with minimal points. An internal point can be represented relatively easy way. Barycentric Coordinate A polygon must be converted to the collection of triangles. 4

5 Triangle Tessellation A polygon must be converted to the collection of triangles. hole 5

6 DirectX Release History 6

7 7

8 DirectX 6/7 Until the advent of DirectX 8.0, Direct3D consisted of two distinct APIs: Retained Mode and Immediate Mode. Retained Mode was built on top of Immediate Mode and provided additional services, such as frame hierarchy and animation. Development of the Retained Mode API has been frozen with the release of DirectX 6.0. The major changes between Direct3D Immediate Mode versions 6.0 and 7.0 affected the support of hardwareaccelerated transformation and lighting. 8

9 9

10 DirectX 8 Point sprites (hardware-supported sprite objects) 3D volumetric textures (textures with three dimensions) An improved Direct3DX library (which provided many useful and highly optimized routines) Vertex and pixel shaders (which interface to program the graphics processor directly) N-patches (which add an algorithm and vertices to a model to get a higher tessellated model) 10

11 Point Sprites Support for point sprites in Direct3D 9 enables the highperformance rendering of points (particle systems). Point sprites are generalizations of generic points that enable arbitrary shapes to be rendered as defined by textures. 11

12 12 3D Volume Textures

13 D3DX Library Enumerating device configurations Setting up a device Running full-screen or windowed mode uniformly Running resizing operations Calculating vector and matrix operations Simplifying image-file loading and texture creation Drawing simple shapes, sprites, and cube maps 13

14 14 Vertex and Pixel Shaders

15 15

16 16 Assembly Shaders

17 N-patches Function In mathematics, a function [1] is a relation between a set of inputs and a set of permissible outputs with the property that each input is related to exactly one output. An example is the function that relates each real number x to its square x 2. This function commonly denoted by f(x) = x 2 or y = x 2 17

18 Implicit function In mathematics, an implicit equation is a relation of the form R(x 1,..., x n ) = 0, where R is a function of several variables. For example, the implicit equation of the unit circle is x 2 +y 2-1=0 18

19 19 The unit circle can be defined implicitly as the set of points (x,y)satisfying x 2 +y 2 =1. Around point A, y can be expressed as a function y(x), specifically g 1 (x)= 1 x 2. No such function exists around point B, where the tangent space is vertical.

20 Parametric function In parametric function, the outputs will be determined by a function of the parameter(for example 'u'), and the value of the parameter changes within a certain range. x=f(u), y=g(u), where 0 <= u <= 1 Above equation can be denoted in this way: (f(u),g(u)), where 0 <= u <= 1 A parametric function is a general way for representing a curved line. 20

21 21 B-spline with control points/control polygon, and marked component curves

22 22 Draw a spline with a paper and a pencil

23 To more higher dimension A parametric surface is a surface in the Euclidean space R 3 which is defined by a parametric equation with two parameters Parametric representation is a very general way to specify a surface. 23

24 In computer aided design, computer aided manufacturing, and computer graphics, a powerful extension of B-splines is non-uniform rational B-splines (NURBS). NURBS are essentially B-splines in homogeneous coordinates. 24

25 25

26 DirectX 9 The overall API has not changed much from DirectX 8.1 to DirectX 9.0. The new version introduced new and very much improved vertex shader and pixel shader standards, including the vs_2_0, vs_2_x, and vs_3_0 vertex shader standards and the ps_2_0, s_2_x, and ps_3_0 pixel shader standards. To be able to write shaders in the most efficient way, an HLSL (High-Level Shader Language) was introduced in DirectX 9. A scissor test and line anti-aliasing were introduced. The support of Multiple render targets. The support of up to 24-bit color precision. The DirectX 9.0 SDK provides a programming framework. 26

27 27 HLSL

28 Scissor test We can cut off the outside stuff of scissor rectangles. 28

29 29 Tessellation

30 Anti-aliasing Above left: an aliased version of a simple shape; above right: an anti-aliased version of the same shape; right: The anti-aliased graphic at 5x magnification. 30

31 Multiple Render Targets Multiple Render Targets (MRT) refers to the ability to render to multiple surfaces (see IDirect3D9Surface) with a single draw call. 31

32 DirectX 10 Incorporates Microsoft's high-level shader language 4.0. The Direct3D 10 API introduces unified vertex shader and pixel shader. DirectInput and DirectPlay have been deprecated and some of their components removed. 32

33 33 Dx10 Pipeline

34 Geometry Shader Applications Full control over the whole triangle All-GPU Material Systems Better materials Hi-quality interpolation and derivatives Wrinkle models Cartoon and falloff effects Geometry/data amplification Fur/Fins Procedural geometry/detailing All-GPU Particle Systems Data visualization techniques Wide lines and strokes Geometry Shader 34

35 Shadow volume generation

36 Generalized displacement maps Normal mapping (Direct3D 9)

37 Generalized displacement maps Displacement Mapping (Direct3D 10)

38 Single Pass Render-To-Cubemap Geometry Shader v u y z x

39 Shader Model 4.0 Common Shader Core Full integer/bitwise instruction set Massively parallel image and data processing Custom decompression schemes Buffer Load CPU-like unfiltered memory access Switch statements and subroutines No limits More interstage registers, samplers, textures Unlimited instruction count

40 DirectX 11 GPGPU support (DirectCompute). Improved multi-threading support to assist video game developers in developing games that better utilize multicore processors. Hardware tessellation and Shader Model 5.0 require Direct3D 11 supporting hardware. Tessellation is implemented on the GPU to calculate a smoother curved surface from a coarse (less detailed) input patch. 40

41 References 41

42

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