2012-01-01から1年間の記事一覧

Deferred shading at Direct3D11 (3)

In my previous blog entry, I showed the screenshot for doing deferred shading using normal maps in Direct3D11 (http://d.hatena.ne.jp/hanecci/20120112). And at that time, I only used diffuse lighting.So, I have added specular lighting to my…

Deferred shading using normal map at Direct3D11 (2)

I modified my program to use normal map for deferred shading at Direct3D11. When the material doesn't have the normal map, the program doesn't refer the normal map and use the vertex normal. The following image is the normal component of t…

memo : msdn D3D_SHADER_MACRO structure

msdn : D3D_SHADER_MACRO structure http://msdn.microsoft.com/en-us/library/windows/desktop/ff728732(v=vs.85).aspx msdn : D3DCOMPILE Constants http://msdn.microsoft.com/en-us/library/windows/desktop/gg615083(v=vs.85).aspx

Linear lighting, gamma correction related links ( リニアライティ

For developers Gpu Gems3, Chapter 24. The Importance of Being Linear http://http.developer.nvidia.com/GPUGems3/gpugems3_ch24.html Charles Poynton's Web page. Gamma FAQ. http://www.poynton.com/GammaFAQ.html Gamma error in picture scaling ht…

Deferred shading with point lights at D3D11 (1)

I wrote a program for Deferred shading with point lights at Direct3D11. This program is just a practice. So, I'm not caring about optimization at current. 点光源を使って Deferred Shading を Direct3D11 で行う実験中です. 点光源のデータは構造…