Topic Brief: rendering high-poly scenes with almost zero cpu overhead using d3d12--only using blinn-phong shading and CSM shadowmaps ... In this video we go over the goals and plans for this series, and setup our solution starting point.

Direct3d 12 Shallow Dive 1 -

rendering high-poly scenes with almost zero cpu overhead using d3d12--only using blinn-phong shading and CSM shadowmaps ... In this video we go over the goals and plans for this series, and setup our solution starting point. In this video we setup the bare minimum required to present a frame to the display.

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  • rendering high-poly scenes with almost zero cpu overhead using d3d12--only using blinn-phong shading and CSM shadowmaps ...
  • In this video we go over the goals and plans for this series, and setup our solution starting point.
  • In this video we setup the bare minimum required to present a frame to the display.

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Direct3D 12 Shallow Dive 1
First Present [Direct3D 12 Shallow Dive] 2
basic gpu rendering with Direct3D 12
Turbocharged Diagnostics [Direct3D 12 Shallow Dive] 3
Pipeline State Object (PSO) and Root Signature [Direct3D 12 Shallow Dive] 5
Depth and Constant Buffer [Direct3D 12 Shallow Dive] 8
Graphics API Comparison - DirectX 11 vs DirectX 12 vs VULKAN
Indexed Rendering Cube [Direct3D 12 Shallow Dive] 7
Constant Buffer Root Descriptor [Direct3D 12 Shallow Dive] 6
DirectX 12 Water Mesh Ripple HD
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Direct3D 12 Shallow Dive 1

Direct3D 12 Shallow Dive 1

In this video we go over the goals and plans for this series, and setup our solution starting point. This series is meant to get you on ...

First Present [Direct3D 12 Shallow Dive] 2

First Present [Direct3D 12 Shallow Dive] 2

In this video we setup the bare minimum required to present a frame to the display. This series is meant to get you on your feet ...

basic gpu rendering with Direct3D 12

basic gpu rendering with Direct3D 12

rendering high-poly scenes with almost zero cpu overhead using d3d12--only using blinn-phong shading and CSM shadowmaps ...

Turbocharged Diagnostics [Direct3D 12 Shallow Dive] 3

Turbocharged Diagnostics [Direct3D 12 Shallow Dive] 3

In this video we get the debug layer proper chuffed. And pretty colors. This series is meant to get you on your feet and running with ...

Pipeline State Object (PSO) and Root Signature [Direct3D 12 Shallow Dive] 5

Pipeline State Object (PSO) and Root Signature [Direct3D 12 Shallow Dive] 5

In this video we setup the pipeline and draw our first triangle. This series is meant to get you on your feet and running with ...

Depth and Constant Buffer [Direct3D 12 Shallow Dive] 8

Depth and Constant Buffer [Direct3D 12 Shallow Dive] 8

Also more diagnostic goodness. This series is meant to get you on your feet and running with

Graphics API Comparison - DirectX 11 vs DirectX 12 vs VULKAN

Graphics API Comparison - DirectX 11 vs DirectX 12 vs VULKAN

Read more details and related context about Graphics API Comparison - DirectX 11 vs DirectX 12 vs VULKAN.

Indexed Rendering Cube [Direct3D 12 Shallow Dive] 7

Indexed Rendering Cube [Direct3D 12 Shallow Dive] 7

Index me. Cube me. This series is meant to get you on your feet and running with

Constant Buffer Root Descriptor [Direct3D 12 Shallow Dive] 6

Constant Buffer Root Descriptor [Direct3D 12 Shallow Dive] 6

Spin on your crazy dorito. This series is meant to get you on your feet and running with

DirectX 12 Water Mesh Ripple HD

DirectX 12 Water Mesh Ripple HD

Read more details and related context about DirectX 12 Water Mesh Ripple HD.