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Richards Software Ramblings



Skinned Models in DirectX 11 with SlimDX and Assimp.Net

Posted by ericrrichards22, 15 October 2013 · 457 views
C#, SlimDX, Assimp, DirectX 11 and 2 more...
Sorry for the hiatus, I’ve been very busy with work and life the last couple weeks. Today, we’re going to look at loading meshes with skeletal animations in DirectX 11, using SlimDX and Assimp.Net in C#. This will probably be our most complicated example yet, so bear with me. This example is inspired by Chapter 25 of Frank Luna’s Introduction to 3D Ga...


Loading 3D Models using Assimp.Net and SlimDX

Posted by ericrrichards22, 03 October 2013 · 554 views
C#, SlimDX, DirectX 11, Models and 1 more...
So far, we have either worked with procedurally generated meshes, like our boxes and cylinders, or loaded very simple text-based mesh formats. For any kind of real application, however, we will need to have the capability to load meshes created by artists using 3D modeling and animation programs, like Blender or 3DS Max. There are a number of potential so...


Generating Random Terrains using Perlin Noise

Posted by ericrrichards22, 01 October 2013 · 1,873 views
C#, SlimDX, DirectX 11, Terrrain and 3 more...
Previously, we have used our Terrain class solely with heightmaps that we have loaded from a file. Now, we are going to extend our Terrain class to generate random heightmaps as well, which will add variety to our examples. We will be using Perlin Noise, which is a method of generating naturalistic pseudo-random textures developed by Ken Perlin. One o...


Drawing a Loading Screen with Direct2D in SlimDX

Posted by ericrrichards22, 30 September 2013 · 400 views
C#, SlimDX, DirectX11, Direct2D
I know that I have been saying that I will cover random terrain generation in my next post for several posts now, and if all goes well, that post will be published today or tomorrow. First, though, we will talk about Direct2D, and using it to draw a loading screen, which we will display while the terrain is being generated to give some indication of the...


Terrain LOD for DirectX 10 Graphics Cards, using SlimDX and Direct3D 11

Posted by ericrrichards22, 27 September 2013 · 371 views
C#, SlimDX, DirectX11, DirectX10 and 6 more...
Last time , we discussed terrain rendering, using the tessellation stages of the GPU to render the terrain mesh with distance-based LOD. That method required a DX11-compliant graphics card, since the Hull and Domain shader stages are new to Direct3D11. According to the latest Steam Hardware survey , nearly 65% of gamers have a DX11 graphics card, which...


Dynamic Terrain Rendering with SlimDX and Direct3D 11

Posted by ericrrichards22, 21 September 2013 · 502 views
C#, DirectX 11, SlimDX, Terrain and 4 more...
A common task for strategy and other games with an outdoor setting is the rendering of the terrain for the level. Probably the most convenient way to model a terrain is to create a triangular grid, and then perturb the y-coordinates of the vertices to match the desired elevations. This elevation data can be determined by using a mathematical function,...


Diving into the Tessellation Stages of Direct3D 11

Posted by ericrrichards22, 17 September 2013 · 349 views
C#, Direct3D 11, SlimDX and 3 more...
In our last example on normal mapping and displacement mapping , we made use of the new Direct3D 11 tessellation stages when implementing our displacement mapping effect. For the purposes of the example, we did not examine too closely the concepts involved in making use of these new features, namely the Hull and Domain shaders. These new shader types a...


Bump and Displacement Mapping with SlimDX and Direct3D 11

Posted by ericrrichards22, 16 September 2013 · 343 views
C#, SlimDX, Direct3D 11 and 2 more...
Today, we are going to cover a couple of additional techniques that we can use to achieve more realistic lighting in our 3D scenes. Going back to our first discussion of lighting , recall that thus far, we have been using per-pixel, Phong lighting . This style of lighting was an improvement upon the earlier method of Gourad lighting , by interpolatin...


Dynamic Environmental Reflections in Direct3D 11 and C#

Posted by ericrrichards22, 11 September 2013 · 290 views
C#, DirectX 11, SlimDX and 3 more...
Last time , we looked at using cube maps to render a skybox around our 3D scenes, and also how to use that sky cubemap to render some environmental reflections onto our scene objects. While this method of rendering reflections is relatively cheap, performance-wise and can give an additional touch of realism to background geometry, it has some serious li...


Skyboxes and Environmental Reflections using Cube Maps in Direct3D 11 and SlimDX

Posted by ericrrichards22, 08 September 2013 · 286 views
C#, SlimDX, Direct3D 11 and 4 more...
This time, we are going to take a look at a special class of texture, the cube map, and a couple of the common applications for cube maps, skyboxes and environment-mapped reflections. Skyboxes allow us to model far away details, like the sky or distant scenery, to create a sense that the world is more expansive than just our scene geometry, in an inexpe...






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