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SamiHuutoniemi

Deferred rendering tutorials for DirectX 11?

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Hello!

I've been looking around searching for a good tutorial or guide on how to implement deferred rendering in DirectX 11. There seems to be some open source engines that use it, but going through a whole framework isn't what I'm looking for. There also seems to be quite a lot for XNA. Is there no good guide for DirectX 11?

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You're right. I don't see a lot of examples online. I'll add deferred shading with DirectX 11 to my [url="http://gamedevelopedia.com/post/2012/07/25/Future-Topics.aspx"]list of upcoming tutorials[/url].

Cheers!

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[quote name='Hornsj3' timestamp='1344181938' post='4966382']
There's at least one book with an example implementation. Practical Rendering and Computation with DirectX 11.
[/quote]

Yes. I have heard that it is supposed to be good. But as a student with no means, those 50 € seem horribly valuable!

[quote name='JWalsh' timestamp='1344183074' post='4966388']
You're right. I don't see a lot of examples online. I'll add deferred shading with DirectX 11 to my [url="http://gamedevelopedia.com/post/2012/07/25/Future-Topics.aspx"]list of upcoming tutorials[/url].

Cheers!
[/quote]

Nice! How about tomorrow? ;) Just kidding, but that would be terrific! I'll check your site!

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[quote name='SamiHuutoniemi' timestamp='1344189455' post='4966405']
[quote name='Hornsj3' timestamp='1344181938' post='4966382']
There's at least one book with an example implementation. Practical Rendering and Computation with DirectX 11.
[/quote]

Yes. I have heard that it is supposed to be good. But as a student with no means, those 50 € seem horribly valuable!

[/quote]

You have to pay for the book, but [url="http://hieroglyph3.codeplex.com/"]the code is free[/url]. [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]

Aside from that, there's also Andrew Lauritzen's [url="http://software.intel.com/en-us/articles/deferred-rendering-for-current-and-future-rendering-pipelines/"]excellent sample[/url] on tile-based deferred rendering with compute shaders. I also have [url="http://mynameismjp.wordpress.com/2012/03/31/light-indexed-deferred-rendering/"]yet another sample [/url]on my blog that implements both tile-based deferred rendering and light-indexed deferred rendering using compute shaders. However these last two samples are definitely more advanced, and assume that you understand the basics of deferred rendering. Edited by MJP

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[quote name='MJP' timestamp='1344192752' post='4966425']
You have to pay for the book, but the code is free. Posted Image
[/quote]

That's a hell of a lot of code with no book.. I need this book. I have it in my basket on Amazon, I'm glad I've seen it recommended :)

So deffered rendering.. does that mean MeshRenderer::Render(&mesh) ?

I've been doing the rastertek tutorials, and then read something on here 'MeshInterface or AbstractMesh', and it got me thinking.. the way I've got it set up atm I have a model and a model has a texture and one of rasterteks shaderclass (a little different though). I was wondering, since you're a bit ahead of me on the understanding of engines and such, how would I go about exlporing this idea? Are there any basic tutorials out there on this?

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Check out Humus' examples. He has clear code and different implementations of deferred renderers.
Here is his site:
[url="http://www.humus.name/index.php?page=3D&&start=8"]http://www.humus.name/index.php?page=3D&&start=8[/url]

He has really good demos and his framework is pretty easy to understand.
A lot of it is using Dx10.1, but it should be really easy to migrate to Dx11.

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