Direct3D in the context of "Pixel shader"

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⭐ Core Definition: Direct3D

Direct3D is a graphics application programming interface (API) for Microsoft Windows. Part of DirectX, Direct3D is used to render three-dimensional graphics in applications where performance is important, such as games. Direct3D uses hardware acceleration if available on the graphics card, allowing for hardware acceleration of the entire 3D rendering pipeline or even only partial acceleration. Direct3D exposes the advanced graphics capabilities of 3D graphics hardware, including Z-buffering, W-buffering, stencil buffering, spatial anti-aliasing, alpha blending, color blending, mipmapping, texture blending, clipping, culling, atmospheric effects, perspective-correct texture mapping, programmable HLSL shaders and effects. Integration with other DirectX technologies enables Direct3D to deliver such features as video mapping, hardware 3D rendering in 2D overlay planes, and even sprites, providing the use of 2D and 3D graphics in interactive media ties.

Direct3D contains many commands for 3D computer graphics rendering; however, since version 8, Direct3D has superseded the DirectDraw framework and also taken responsibility for the rendering of 2D graphics. Microsoft strives to continually update Direct3D to support the latest technology available on 3D graphics cards. Direct3D offers full vertex software emulation but no pixel software emulation for features not available in hardware. For example, if software programmed using Direct3D requires pixel shaders and the video card on the user's computer does not support that feature, Direct3D will not emulate it, although it will compute and render the polygons and textures of the 3D models, albeit at a usually degraded quality and performance compared to the hardware equivalent. The API does include a Reference Rasterizer (or REF device), which emulates a generic graphics card in software, although it is too slow for most real-time 3D applications and is typically only used for debugging. A new real-time software rasterizer, WARP, designed to emulate the complete feature set of Direct3D 10.1, is included with Windows 7 and Windows Vista Service Pack 2 with the Platform Update; its performance is said to be on par with lower-end 3D cards on multi-core CPUs.

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In this Dossier

Direct3D in the context of PC game

A personal computer game, or abbreviated PC game, also known as a computer game, is a video game played on a personal computer (PC). The term PC game has been popularly used since the 1990s referring specifically to games on "Wintel" (Microsoft Windows software/Intel hardware) which has dominated the computer industry since.

Mainframe and minicomputer games are a precursor to personal computer games. Home computer games became popular following the video game crash of 1983. In the 1990s, PC games lost mass market traction to console games on the fifth generation such as the Sega Saturn, Nintendo 64 and PlayStation. They are enjoying a resurgence in popularity since the mid-2000s through digital distribution on online service providers. Personal computers as well as general computer software are considered synonymous with IBM PC compatible systems; while mobile devices – smartphones and tablets, such as those running on Android or iOS platforms – are also PCs in the general sense as opposed to console or arcade machine. Historically, it also included games on systems from Apple Computer, Atari Corporation, Commodore International and others. Microsoft Windows utilizing Direct3D become the most popular operating system for PC games in the 2000s. Games utilizing 3D graphics generally require a form of graphics processing unit, and PC games have been a major influencing factor for the development and marketing of graphics cards. Emulators are able to play games developed for other platforms. The demoscene originated from computer game cracking.

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Direct3D in the context of Viewing transformation

The computer graphics pipeline, also known as the rendering pipeline, or graphics pipeline, is a framework within computer graphics that outlines the necessary procedures for transforming a three-dimensional (3D) scene into a two-dimensional (2D) representation on a screen. Once a 3D model is generated, the graphics pipeline converts the model into a visually perceivable format on the computer display. Due to the dependence on specific software, hardware configurations, and desired display attributes, a universally applicable graphics pipeline does not exist. Nevertheless, graphics application programming interfaces (APIs), such as Direct3D, OpenGL and Vulkan were developed to standardize common procedures and oversee the graphics pipeline of a given hardware accelerator. These APIs provide an abstraction layer over the underlying hardware, relieving programmers from the need to write code explicitly targeting various graphics hardware accelerators like AMD, Intel, Nvidia, and others.

The model of the graphics pipeline is usually used in real-time rendering. Often, most of the pipeline steps are implemented in hardware, which allows for special optimizations. The term "pipeline" is used in a similar sense for the pipeline in processors: the individual steps of the pipeline run in parallel as long as any given step has what it needs.

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Direct3D in the context of DirectX

Microsoft DirectX is a collection of application programming interfaces (APIs) for handling tasks related to multimedia, especially game programming and video, on Microsoft platforms. Originally, the names of these APIs all began with "Direct", such as Direct3D, DirectDraw, DirectMusic, DirectPlay, DirectSound, and so forth. The name DirectX was coined as a shorthand term for all of these APIs (the X standing in for the particular API names) and soon became the name of the collection. When Microsoft later set out to develop a gaming console, the X was used as the basis of the name Xbox to indicate that the console was based on DirectX technology. The X initial has been carried forward in the naming of APIs designed for the Xbox such as XInput and the Cross-platform Audio Creation Tool (XACT), while the DirectX pattern has been continued for Windows APIs such as Direct2D and DirectWrite.

Direct3D (the 3D graphics API within DirectX) is widely used in the development of video games for Microsoft Windows and the Xbox line of consoles. Direct3D is also used by other software applications for visualization and graphics tasks such as CAD/CAM engineering. As Direct3D is the most widely publicized component of DirectX, it is common to see the names "DirectX" and "Direct3D" used interchangeably.

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Direct3D in the context of HLSL

The High-Level Shader Language or High-Level Shading Language (HLSL) is a proprietary shading language developed by Microsoft for the Direct3D 9 API to augment the shader assembly language, and went on to become the required shading language for the unified shader model of Direct3D 10 and higher. It was developed alongside the Cg (short for C for Graphics) shading language from Nvidia. Early versions of the two languages were considered identical, only marketed differently.

Although Cg and HLSL share the same core syntax, some features of C were modified and new data types were added to make Cg/HLSL more suitable for programming graphics processing units.

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