Implementation of DirectX 11 Rendering Engine in Nebula
Independent thesis Basic level (professional degree), 10 credits / 15 HE creditsStudent thesis
This paper seeks to explain how to port an application rendering using DirectX 9, to DirectX 10/11 whilst at the same time explaining why this upgrade is preferable. This paper will discuss the extensive redesign of DirectX from version 9.0c to version 10, what changes were made, and how one has to redesign your own application to fully take advantage of the new features. Also, we will explore the new features in DirectX 11 and how they work. Later, we will see how an actual game engine, more precisely the Nebula game engine, is redesigned to t the new DirectX standard.We will describe the new Application Programming Interfaces, or APIs, introduced with DirectX 11. We will introduce you to the DirectX Graphics Infrastructure, or DXGI, and explain how adapters are used in newer versions of DirectX to better handle variating hardware. We will investigate how DirectWrite is used together with Direct2D to render text. Also, we will go in depth to explain the new features in shader model 5.0, and how these can be used to improve the visual quality of your game.
Place, publisher, year, edition, pages
2012. , 21 p.
Teknik, DirectX 11, Nebula, renderingsmotor, DirectX 9, D3D11, DXGI, Microsoft, HLSL, Shader, SM 5.0, Shader Model 5.0, Instansiering, Deferred shading, partiklar
IdentifiersURN: urn:nbn:se:ltu:diva-51918Local ID: 9172d144-0c82-42e9-bd62-b9aa0b8bf293OAI: oai:DiVA.org:ltu-51918DiVA: diva2:1025282
Subject / course
Student thesis, at least 15 credits
Computer Game Programming, bachelor's level
Validerat; 20120618 (anonymous)2016-10-042016-10-04Bibliographically approved