Forward vs Deferred vs Forward+ Rendering with DirectX 11

Forward+ with HLSL

Forward+ with HLSL

In this article, I will analyze and compare three rendering algorithms:

  1. Forward Rendering
  2. Deferred Shading
  3. Forward+ (Tiled Forward Rendering)

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Texturing and Lighting in DirectX 11

DirectX 11 Texturing and Lighting

DirectX 11 Texturing and Lighting

In this article I will discuss texture and lighting in DirectX 11 using HLSL shaders.

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Introduction to DirectX 11

DirectX

DirectX

In this article, I will introduce the reader to DirectX 11. We will create a simple demo application that can be used to create more complex DirectX examples and demos. After reading this article, you should be able to create a DirectX application and render geometry using a simple vertex shader and pixel shader.

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