In this part, we focus on applying Direct3D to implement several 3D applications, demonstrating techniques such as terrain rendering, sky rendering, working with meshes, particle systems, picking, environment mapping, normal mapping, and shadow mapping. A brief description of the chapters in this part follows.
Chapter 11, “Cube Mapping”
In this chapter, we show how to reflect environments onto arbitrary meshes with environment mapping; in addition, we use an environment map to texture a sky sphere.
Chapter 12, “Normal Mapping”
This chapter shows how to get detailed real-time lighting results using normal maps.
Chapter 13, “Shadow Mapping”
In this chapter we discuss shadow mapping, which is a real-time shadowing technique ...