PowerPoint Presenation Slides:
Image-Space Rendering Techniques
This presentation covers some techniques based on render-to-texture. The main examples are:
A way to render arbitrarily shaped volumes of transparent media such as light beams, localized glows, or fog tendrils.
A simple way to simulate focus blur in a single pass.
D3DX Art Pipeline Support
This presentation provides a brief overview of the functionality provided by D3DX to help with the development and maintenance of game art pipelines. Exporters, mesh utilities, texture utilities, etc are covered.
Surface Material Physics for Shader Writers
This talk presents the underlying mechanisms by which light interacts with surfaces, so that developers can start with a clear understanding when writing realistic surface shaders. This type of understanding is key to developers being able to choose the important terms to implement in order to achieve a desired visual effect. Being able to identify which terms not to implement for a given material is the key to photo-realism with real-time performance. Examples is shown of such shaders running on 3-D hardware accelerators.
DirectX High Level Shading Language
DirectX 9.0 includes a High-Level Shading Language to make writing shaders more convenient. Microsoft Windows® currently supports this language which will soon be available on Xbox, too. This talk by Craig Peeper, lead developer of the language team, provides an overview of the language and the mechanisms for integrating it into application code.
DirectX Shader Management
Modern applications using shaders often do so in a big way. Some have shipped using many 100s of shaders. This talk presents the mechanisms that D3DX provides to help manage those shaders. The effect framework is the most comprehensive approach, but other mechanisms are also described.
Power Debugging with Microsoft Visual C++® 7.0
This presentation shows you how to maximally leverage the Microsoft Visual Studio® .NET environment with speco.
DirectX 9 Core API Features
Next Generation 3D Gaming Technology via DirectX 9.0
This presentation describes the new features of the next generation of 3-D graphics hardware accelerators shipping in 2002 and how they can be accessed using DirectX 9.0. New features include increased programmable shader model flexibility, higher-precision pixel processing, and adaptive higher-order surfaces with displacement maps. Explanations of the application uses that are driving these features are also provided.
Power Debugging with Microsoft Visual C++ 7.0
This presentation shows you how to maximally leverage the Visual Studio .NET environment with particular emphasis on Visual C++ and the DirectX extensions including the integrated debugger shipping with DirectX 9. Remote debugging is an important scenario for DirectX customers, but it’s been a pain to configure. See the changes that make it as easy to debug remotely as locally, with remote Attach, symbol paths, PDB reloading, Detach, and the end of DLL matching. Ever spent hours finding a bug, then realize someone else needs to investigate it? See how you (and your QA team) can save the entire process state to a minidump, for your developers to debug at a later date, with the same debugger. Learn the tricks and tips that the Visual C++ developers use themselves debugging the trickiest of problems.