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Introduction to DX11 Rendering


#1

One Sentence: Whats happening in your workshop?
We will be covering some basic terminology and give an overview about all features the DX11 pipeline offers, which tasks are preferably tackled on the GPU side of things (why even bother moving away from mere patching), and most importantly: learn how to write your very own basic custom shaders.

What 3 tags describe your workshop?
dx11, beginner, rendering

In which of the three categories does your workshop fall: beginner, intermediate, advanced
beginner / lower-intermediate

How long will your workshop be?
(Standard formats are 3h or 2x 3h, but other formats may be possible)
2x 3h

Who is the target audience of your workshop?
People that are interested in how rendering in vvvv works and want to learn writing shaders

What knowledge do you presume your participants have?
Operating vvvv

What will attendees of your workshop learn?
Basic rendering terminology, overview of DX11 pipeline features, writing shaders
In-depth:

  • Get a quick overview of DX11 pack and its features compared to DX9 (RenderState, Validators, Custom Semantics, Building your own IndexedGeometry, Geometry Topologies, Instancing, …)
  • Writing TextureFX
  • Writing Vertex Shaders
  • Writing Geometry Shaders + GS Streamout
  • Combining all of these techniques in one single patch to come up with a little something as seen above

What technical requirements does your workshop have (apart from internet and a projector)?
e.g. special hardware, software, graphiccards, materials, dancers/performers
Graphics card supporting DX10 / Shader Model 4 minimum, DX11 + SM5 at best

Who would be the two hosts?
readme and woei

How would the hosts qualify for the topic? (Describe and add links to portfolio website, github, vimeo,… accounts)
readme (www.meso.net)
woei being woei …


#2

a classic!