Key steps of Rendering objects:

1 Create objects’ meshes, which we can use C++’s vector container to hold them. They just some points structures, and indices(represented by int). Knowing exact what they are can demystify them.

2 Set up transformation matrixes: world matrix, view matrix, and projection matrix.

1) World matrix is identity matrix;

2) View matrix is caculated with three matrix, which can be done with one intrinsic function in DirectX:

// Build the view matrix.
XMVECTOR pos = XMVectorSet(x, y, z, 1.0f);
XMVECTOR target = XMVectorZero();
XMVECTOR up = XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f); XMMATRIX V = XMMatrixLookAtLH(pos, target, up);

3) Projection matrix, which is also called perspective projection matrix, can be calculated with one intrinsic function in DirectX, too:

XMMATRIX P = XMMatrixPerspectiveFovLH(0.25f*MathHelper::Pi, AspectRatio(), 1.0f, 1000.0f);

The math behind them can be very complicated. And sometime we may need to know them to perfrom some specific effects.

If we want to move our objects to some specific position and have specific orientation, we can use RST(rotation matrix, scaling matrix, and translation matrix) to transform our objects.  And we can multiply RST with world matrix, like this: W = W*RST; and then use the new W as other non-transformed objects.

3  Create buffers to hold, majorly, vertice and indices, we call them vertics buffer and indices buffer, and then we must bind the buffers to our drawing context, so that our DirectX know what to draw.

4 Remember to set up our vertex layout, which mean we have to specify how to arrange our vertices, is it a vertex with color, normal, or even with texture coordinate? We have to make every thing crystal clear, otherwise computer just never know how to do it.

5 We have to watch out what variabl we have to set up in Shaders. We can achive it by dividing it into three steps:

1) Create effect

2) Get techniques names and variables names

3) Set up these variables’ values with their names

The five step should be the key things tokeep in mind when we need to do rendering.

One more things to notices is:

The object(like a simple sphere) meshes we created by hand is essentially the same thing as modle meshes created by artisets. They record vertices’ position, normal, color and so on. One major different point between them would be molde meshes created by artisets with modle software, like 3DSMax, Maya and so forth, is more complicated than the simple shpere meshes we created, with more informations inside the modle files(like obj, x files).

3D objects key rendering steps的更多相关文章

  1. #学习笔记# VALSE 2019.01.09 朱俊彦 --- Learning to Synthesize Images, Videos, and 3D Objects

    视频类型:VALSE-webinar 报告时间:2019年01月09日 报告人:MIT朱俊彦 报告题目:Learning to Synthesize Images, Videos, and 3D Ob ...

  2. [ReactVR] Render Custom 3D Objects Using the Model Component in React VR

    React VR isn't limited to simple 3D primitives. By using the <Model/> Component we can place a ...

  3. 从3D Studio Max导入物体 Importing Objects From 3D Studio Max

    原地址:http://game.ceeger.com/Manual/HOWTO-ImportObjectMax.html If you make your 3D objects in 3dsMax, ...

  4. Rendering Transparent 3D Surfaces in WPF with C#(转载)

    Rendering Transparent 3D Surfaces in WPF with C# The primary problems that arise when rendering semi ...

  5. DirectX 11游戏编程学习笔记之6: 第5章The Rendering Pipeline(渲染管线)

            本文由哈利_蜘蛛侠原创,转载请注明出处.有问题欢迎联系2024958085@qq.com         注:我给的电子版是700多页,而实体书是800多页,所以我在提到相关概念的时候 ...

  6. 基于ACIS/HOOPS的3D应用开发简介 【转】

    (整理) 平台:                造型引擎——ACIS         显示引擎——Direct3D/OpenGL/GDI         应用框架——HOOPS   组件关系图     ...

  7. 全球最大的3D数据集公开了!标记好的10800张全景图

    Middlebury数据集 http://vision.middlebury.edu/stereo/data/ KITTI数据集简介与使用 https://blog.csdn.net/solomon1 ...

  8. 3D HTML5 Logo标志 超炫酷旋转特效

    今天又要为大家带来一款超酷的HTML5 Canvas 3D动画特效,是一款可以旋转的HTML5 Logo标志.画面上一共有两块可旋转的区域,第一是可旋转的背景,第二则是可旋转的Logo标志.Logo标 ...

  9. 国外60个专业3D模型网站

    原始链接:http://blog.sina.com.cn/s/blog_4ba3c7950100jxkh.html Today, 3D models are used in a wide variet ...

随机推荐

  1. .net 面试题(3)

    96.题目: 活期存款中,"储户"通过"存取款单"和"储蓄所"发生联系.假定储户包括:账号,姓名,电话,地址,存款额:"储蓄所&q ...

  2. ZMQ设置socket选项

    Name zmq_setsockopt –设置ZMQ socket的属性 Synopsis int zmq_setsockopt (void *socket, int option_name, con ...

  3. Difference between <? super T> and <? extends T> in Java

    stackoverflow 原文 [http://stackoverflow.com/questions/4343202/difference-between-super-t-and-extends- ...

  4. 【微信公众号】验证用户OpenID是否关注某个公众号

    1.获取OpenID #region 获取微信支付的OpenId /// <summary> /// 获取微信支付的OpenId /// </summary> /// < ...

  5. 基于年纪和成本(Age & Cost)的缓存替换(cache replacement)机制

    一.客户端的缓存与缓存替换机制 客户端的资源缓存: 在客户端游戏中,通常有大量的资源要处理,这些可能包括贴图.动作.模型.特效等等,这些资源往往存在着磁盘文件->内存(->显存)的数据通路 ...

  6. .NET2.0下的对象生成JSON数据

    前言:今天研究了下在.NET2.0环境下开发Ajax程序经常用到的一个数据类型JSON, 一.什么是JSON? 自己也写不了句子不是很专业,下面是百度百科的关于JSON的介绍: JSON(JavaSc ...

  7. 配置NFS服务

    1. NFS配置,需要安装哪些包?nfs-utils  和 rpcbind2. 如果不开启rpcbind服务,就启动NFS,会怎么样?如果不开启rpcbind服务,会报错:rpc.nfsd: writ ...

  8. C#。4.1数组的应用

    数组的应用 (一).冒泡排序.1.冒泡排序是用双层循环解决.外层循环的是趟数,里层循环的是次数.2.趟数=n-1:次数=n-趟数.3.里层循环使用if比较相临的两个数的大小,进行数值交换. 代码 in ...

  9. 获取scrollTop兼容各浏览器的方法,以及body和documentElement

    1.各浏览器下 scrollTop的差异 IE6/7/8: 对于没有doctype声明的页面里可以使用  document.body.scrollTop 来获取 scrollTop高度 : 对于有do ...

  10. git开源项目协作

    开源项目协作 fork开源项目,即打开开源项目的github,然后点击fork按钮 pull request