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PAMinerva edited this page Sep 14, 2022
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00 - Introduction and Prerequisites
- 01 - Hello World
- A - Hello Window
- B - Hello Triangle
- C - Hello Bundles
- D - Hello Constant Buffers
- E - Hello Texture
- F - Hello Frame Buffering
- G - Hello Transformations
- H - Hello Lighting
- 02 - Intermediate Topics
- A - Blending
- B - Mirror
- C - Billboarding
- D - Particle effect
- E - Simple Bézier surface
- F - Dynamic LOD
- G - Simple compute
- H - Compute Particles
- 03 - Advanced Topics
- (Yet to be determined)
- (Yet to be determined)
- 0X - Specific Topics
- (Instancing, Local and Global illuminations, Shadows, Texturing, Post-processing effects, 2D text, multi-threading, Shader Model 6.X, Mesh shaders, Reserved resources, VRS, Antialiasing techniques, Culling techniques, User input, Audio, Collision detection, Decals, Skinning animations, etc.)
- (Instancing, Local and Global illuminations, Shadows, Texturing, Post-processing effects, 2D text, multi-threading, Shader Model 6.X, Mesh shaders, Reserved resources, VRS, Antialiasing techniques, Culling techniques, User input, Audio, Collision detection, Decals, Skinning animations, etc.)
- A.01 - Vectors
- A.02 - Matrices
- A.03 - Transformations
- A.04 - Spaces
- A.05 - Analytic Geometry
- A.06 - (Yet to be determined)
- A.0X - (Bézier curves and surfaces, Quaternions, Image processing, Bounding volumes, Spatial data structures, Monte Carlo integration, Physics of light, Animations, etc.)
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